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<blockquote data-quote="Pickles III" data-source="post: 7067489" data-attributes="member: 6793942"><p>What I do in this sort of situation, which may have no relation to Hriston is take into account a character's skills/attributes & in game actions/the situation.</p><p></p><p>It's most clear in social skill tests. If you role play a good case & you are good at the skill I will probably not make you roll, or give you advantage if it is less clear. If you role play unconvincingly (or are just not confident saying much) I will fall back on the dice. If you make an excellent case for persuasion but your character is an angry dwarf I will make you roll.</p><p></p><p>This is because I feel the bounded accuracy nature of 5e makes the dice too random for skilled agents. It is OK in combat where the massive number of rolls will average out but not so much in skill situations. </p><p></p><p>So in your example I might not make your skilled assassin roll stealth but I would make a ham fisted wizard roll. I would also call for a roll if it is obviously a dramatic point where the added drama of dice would help it. This is of course a judgement call but in this case yes if it's the king, no if it's some random shopkeeper (In fact probably still yes as it is hard not to have a dramatic assassination). </p><p></p><p>I also usually make important rolls not just one roll. So I for example with stealth the first failed roll usually means you have alerted the observers but they have not located you. This raises the stakes for future rolls - you can back off safely or press on knowing you are very much at risk. </p><p></p><p>In many ways I feel the skill system is too granular, or at least random, while not being anything like granular enough to capture the differences between say pro sports players.</p></blockquote><p></p>
[QUOTE="Pickles III, post: 7067489, member: 6793942"] What I do in this sort of situation, which may have no relation to Hriston is take into account a character's skills/attributes & in game actions/the situation. It's most clear in social skill tests. If you role play a good case & you are good at the skill I will probably not make you roll, or give you advantage if it is less clear. If you role play unconvincingly (or are just not confident saying much) I will fall back on the dice. If you make an excellent case for persuasion but your character is an angry dwarf I will make you roll. This is because I feel the bounded accuracy nature of 5e makes the dice too random for skilled agents. It is OK in combat where the massive number of rolls will average out but not so much in skill situations. So in your example I might not make your skilled assassin roll stealth but I would make a ham fisted wizard roll. I would also call for a roll if it is obviously a dramatic point where the added drama of dice would help it. This is of course a judgement call but in this case yes if it's the king, no if it's some random shopkeeper (In fact probably still yes as it is hard not to have a dramatic assassination). I also usually make important rolls not just one roll. So I for example with stealth the first failed roll usually means you have alerted the observers but they have not located you. This raises the stakes for future rolls - you can back off safely or press on knowing you are very much at risk. In many ways I feel the skill system is too granular, or at least random, while not being anything like granular enough to capture the differences between say pro sports players. [/QUOTE]
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