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Critical Role Episode #26 - spoilers!
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<blockquote data-quote="iserith" data-source="post: 7465184" data-attributes="member: 97077"><p>Yeah, to me it's a bit more cut and dry as it goes to defined roles. I won't describe what a player's character does and he or she doesn't get to narrate the result. At the table, I'd certainly explain my ruling as I've done in this thread (especially as it relates to how the player should be incentivized, not disincentivized for playing to established characteristics) and then move forward.</p><p></p><p>A related, but more common version of this is when players in my pickup games less familiar with my approach think they need to roll for an action they've stated. I have to tell them they don't because there's no uncertainty and/or meaningful consequence of failure, so there's no need for them to be penalized by rolling and potentially failing. They're usually quite pleased by that.</p><p></p><p></p><p></p><p>Yes, the problem with Inspiration as I lay out in the link I provided upthread, is that the DM forgets about it. So I put it on the players to claim. The result is a very clever system of players doing a thing then either outputting the character's trait, ideal, bond, or flaw into chat (on Roll20) or holding up an index card with it at the table. I think that would work well on a vodcast where the character's personal characteristic is shown on the screen when the player portrays the character in the appropriate way. And it's all controlled on the player's side of the table.</p></blockquote><p></p>
[QUOTE="iserith, post: 7465184, member: 97077"] Yeah, to me it's a bit more cut and dry as it goes to defined roles. I won't describe what a player's character does and he or she doesn't get to narrate the result. At the table, I'd certainly explain my ruling as I've done in this thread (especially as it relates to how the player should be incentivized, not disincentivized for playing to established characteristics) and then move forward. A related, but more common version of this is when players in my pickup games less familiar with my approach think they need to roll for an action they've stated. I have to tell them they don't because there's no uncertainty and/or meaningful consequence of failure, so there's no need for them to be penalized by rolling and potentially failing. They're usually quite pleased by that. Yes, the problem with Inspiration as I lay out in the link I provided upthread, is that the DM forgets about it. So I put it on the players to claim. The result is a very clever system of players doing a thing then either outputting the character's trait, ideal, bond, or flaw into chat (on Roll20) or holding up an index card with it at the table. I think that would work well on a vodcast where the character's personal characteristic is shown on the screen when the player portrays the character in the appropriate way. And it's all controlled on the player's side of the table. [/QUOTE]
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