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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="5ekyu" data-source="post: 7503692" data-attributes="member: 6919838"><p>Well, a difference between us is that in my games it's not a "fake" mass perception check. It's not an intent for one player at least to make the check... </p><p></p><p>It's a real perception check where the character's abilities (the actual representation of the players' choices) get to show their impact by tending to provide more info more often to those who chose to invest in that expertise. </p><p></p><p>It's a real percrption check that gives the characters who succeed at higher levels (different DCs for different aspects and details in the scene) to have info they can choose to share or to use as they see fit.</p><p></p><p>It's a real perception check in that info not found by failed checks will not be guaranteed to be given later because there is not a GM intent that it all be given with no reference to character abilities.</p><p></p><p>It's also a real perception check in that it is not uncommon for NPCs to also encounter the scene, maybe with the PCs maybe before or after, and this process creates the possibility that those NPCs may miss info organic other info - like the PCs based on in-game world factors.</p><p></p><p>Again, like stealth, like deception etc it's not simply decided based on GM wants it to go this way that the expertise in this skill is not going to be used here. Like other skills the determination of auyo-success is made based on in-game world factors, not just GM preferences.</p><p></p><p>Again, this won't make much of a perceivable difference in a game where the "gamepiece" is a "team of four" moving quickly thru a set of waypoints with speed and number of waypoints per session is a key goal but it is a significant difference in game where the characters are individuals with their own motivations and approaches.</p><p></p><p>That makes the mas perception checks very real in those games. </p><p></p><p>As GM, in a combat situation, I would not just decide "I want everyone to make the save vs this fireball, so y'all dont need to make saves this turn."</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7503692, member: 6919838"] Well, a difference between us is that in my games it's not a "fake" mass perception check. It's not an intent for one player at least to make the check... It's a real perception check where the character's abilities (the actual representation of the players' choices) get to show their impact by tending to provide more info more often to those who chose to invest in that expertise. It's a real percrption check that gives the characters who succeed at higher levels (different DCs for different aspects and details in the scene) to have info they can choose to share or to use as they see fit. It's a real perception check in that info not found by failed checks will not be guaranteed to be given later because there is not a GM intent that it all be given with no reference to character abilities. It's also a real perception check in that it is not uncommon for NPCs to also encounter the scene, maybe with the PCs maybe before or after, and this process creates the possibility that those NPCs may miss info organic other info - like the PCs based on in-game world factors. Again, like stealth, like deception etc it's not simply decided based on GM wants it to go this way that the expertise in this skill is not going to be used here. Like other skills the determination of auyo-success is made based on in-game world factors, not just GM preferences. Again, this won't make much of a perceivable difference in a game where the "gamepiece" is a "team of four" moving quickly thru a set of waypoints with speed and number of waypoints per session is a key goal but it is a significant difference in game where the characters are individuals with their own motivations and approaches. That makes the mas perception checks very real in those games. As GM, in a combat situation, I would not just decide "I want everyone to make the save vs this fireball, so y'all dont need to make saves this turn." [/QUOTE]
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