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Character Advancement versus Pathfinder
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<blockquote data-quote="Jester David" data-source="post: 7422838" data-attributes="member: 37579"><p>I have tripped walking down the stairs before. Who hasn't stumbled on a staircase? So, by definition, someone's odds of successfully walking up a staircase are uncertain. Should that be a check?</p><p></p><p>As a DM, I view the primary job as managing the flow of the story and pacing of the adventure. Keep things moving, prevent people from being bored, help things flow organically. The rules are on part of that. As the DM, I only interact with the rules for a percentage of the game. The rest relies on storytelling and narrative control. </p><p></p><p>If a check is going to create a barrier or wall to the story, then that could be a problem. If the adventure grinds to a halt because the thief can't get passed the lock door, then that isn't fun. If I think it's an opportunity for the players to get creative or think of a lateral problem solving solution, then failure is a possibility. If we're on the clock and spending 30 minutes devising a creative solution just derails the adventure, then I'm saving people's fun by having the rogue succeed. </p><p>Another example is something like a knowledge check, which is not something you can as easily bypass. You can't kick in bit of lore like you can a locked door. If an adventure doesn't flow if no one recognises the holy symbol of Karkus the death god, then that check should be automatic for anyone trained in Religion. Akin to the "take 10" rule from 3e, only with the DM allowing that rule rather than players invoking it whenever they want. Ditto searching a room to find a clue or following the tracks leading to the orc encampment. </p><p>In those instances, when failing the check means failing the adventure, that shouldn't be a normal check. The penalty for failure should be something else. Remembering rumours or false information of Karkus. Getting lost and letting the bad guys rest before you catch up. Success at a cost.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7422838, member: 37579"] I have tripped walking down the stairs before. Who hasn't stumbled on a staircase? So, by definition, someone's odds of successfully walking up a staircase are uncertain. Should that be a check? As a DM, I view the primary job as managing the flow of the story and pacing of the adventure. Keep things moving, prevent people from being bored, help things flow organically. The rules are on part of that. As the DM, I only interact with the rules for a percentage of the game. The rest relies on storytelling and narrative control. If a check is going to create a barrier or wall to the story, then that could be a problem. If the adventure grinds to a halt because the thief can't get passed the lock door, then that isn't fun. If I think it's an opportunity for the players to get creative or think of a lateral problem solving solution, then failure is a possibility. If we're on the clock and spending 30 minutes devising a creative solution just derails the adventure, then I'm saving people's fun by having the rogue succeed. Another example is something like a knowledge check, which is not something you can as easily bypass. You can't kick in bit of lore like you can a locked door. If an adventure doesn't flow if no one recognises the holy symbol of Karkus the death god, then that check should be automatic for anyone trained in Religion. Akin to the "take 10" rule from 3e, only with the DM allowing that rule rather than players invoking it whenever they want. Ditto searching a room to find a clue or following the tracks leading to the orc encampment. In those instances, when failing the check means failing the adventure, that shouldn't be a normal check. The penalty for failure should be something else. Remembering rumours or false information of Karkus. Getting lost and letting the bad guys rest before you catch up. Success at a cost. [/QUOTE]
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