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Dealing with stupidly high rolls.
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<blockquote data-quote="Shiroiken" data-source="post: 7384695" data-attributes="member: 6775477"><p>Each player and group has their own personal goal of playing an RPG. You care far more about that R than G, while I care more about the G than the R. To me, your opinion on this is nonsense, while I'm sure the reverse is true. No offense is intended or implied.</p><p></p><p>As for splitting the party, it depends on how you do it. In my example game, everyone was paying attention while the scouts were exploring. The DM already had to describe everything, so it didn't actually take table time away from the group. The scouts would explore from an intersection to the next area or intersection, then report back to us, where we would decide which direction to go. The entirety of our time "twiddling our thumbs" was when they made the occasional stealth or perception check. Probably a total of 60 seconds over the course of the session. Having the scouts explore the whole place before we do anything would actually be bad strategy, because we couldn't come the scouts' aid if things went wrong.</p><p></p><p>This is why it's a story, and not a game. Things that work in storytelling a novel (or trilogy) often won't fly in an RPG, while the reverse is also true.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7384695, member: 6775477"] Each player and group has their own personal goal of playing an RPG. You care far more about that R than G, while I care more about the G than the R. To me, your opinion on this is nonsense, while I'm sure the reverse is true. No offense is intended or implied. As for splitting the party, it depends on how you do it. In my example game, everyone was paying attention while the scouts were exploring. The DM already had to describe everything, so it didn't actually take table time away from the group. The scouts would explore from an intersection to the next area or intersection, then report back to us, where we would decide which direction to go. The entirety of our time "twiddling our thumbs" was when they made the occasional stealth or perception check. Probably a total of 60 seconds over the course of the session. Having the scouts explore the whole place before we do anything would actually be bad strategy, because we couldn't come the scouts' aid if things went wrong. This is why it's a story, and not a game. Things that work in storytelling a novel (or trilogy) often won't fly in an RPG, while the reverse is also true. [/QUOTE]
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