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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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<blockquote data-quote="iserith" data-source="post: 6543542" data-attributes="member: 97077"><p>Pace generally only matters if there is a time crunch sufficient to need to at least occasionally move at a fast pace (something I generally have in my adventures). Otherwise, you default to moving slowly to maximize your chances of noticing hidden threats. That's not much of a decision point. It depends largely on whether or not the DM included time pressure in the scenario. Most players I encounter already know this. The OP's players apparently did not (or forgot).</p><p></p><p>Removing passive checks doesn't necessarily increase die rolls, nor did I make any assertions that increasing the number of rolls increases agency. After all, die rolls simply resolve uncertainty, and that's all. I'm an advocate for the "middle path" with regard to the Role of the Dice (DMG, pages 236-237). To that end, the active decision making of the players in the wake of the DM describing the environment may obviate the need to check for surprise at all - they are either definitely surprised (automatic success) or definitely not surprised (automatic failure). In other cases, a check may be appropriate. "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world."</p></blockquote><p></p>
[QUOTE="iserith, post: 6543542, member: 97077"] Pace generally only matters if there is a time crunch sufficient to need to at least occasionally move at a fast pace (something I generally have in my adventures). Otherwise, you default to moving slowly to maximize your chances of noticing hidden threats. That's not much of a decision point. It depends largely on whether or not the DM included time pressure in the scenario. Most players I encounter already know this. The OP's players apparently did not (or forgot). Removing passive checks doesn't necessarily increase die rolls, nor did I make any assertions that increasing the number of rolls increases agency. After all, die rolls simply resolve uncertainty, and that's all. I'm an advocate for the "middle path" with regard to the Role of the Dice (DMG, pages 236-237). To that end, the active decision making of the players in the wake of the DM describing the environment may obviate the need to check for surprise at all - they are either definitely surprised (automatic success) or definitely not surprised (automatic failure). In other cases, a check may be appropriate. "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." [/QUOTE]
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Gaming session lessons: why moving slow is important all the time, and the kid learns kiting
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