Well, here are some quotes from the OP which advocate in favour of freeform roleplaying either substituting for, or trumping, action resolution via dice rolling:Can you quote who made this claim? I missed it somehow in this thread.
with all the rules bloat and such (and I like all versions of D&D that I've played), at least in some games, the creative give-n-take might be sucked out of a game.
It becomes an excercise, sometimes, in numbers. I roll this. What's your roll? OK, this happens. Then I do this. If you do, you need to roll that. OK, I rolled. Do I make it.
That sort of thing.
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the fading of the free-form play in favor of a-rule-for-everything play has, in some cases, reduced the power of the DM to an arbiter of the rules instead of being The Rulebook, as he was in the more abstract days.
you've got to make a conscious decision if you're not just going to roll dice and look at the numbers--especially if there's a stat on the charcter's sheet that says the character is very good at a task.
"I'm checking for secret doors! I rolled an X. Did I find it.?"
That's the point being made.
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A player's play should always trump a dice roll.
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In my game, role play is king, regardless of stats on a page. I try to use the throws to guide me in how I roleplay NPCs. If the player makes a high CHA check, I'll make the NPC friendly. If the check is low, I'll make the NPC not so friendly.
But, no matter the outcome of the throw, I'm not going to allow a high CHA score and a good roll trump a player's roleplaying.
Now, admittedly, there's also this from the OP:The point of this thread is quite simple:
I'm saying that I think the game is 10 times more interesting when action is focussed on what the players DO as opposed to what they ROLL.
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its about getting back to how the game was usually played back in the old days when players didn't know what to roll to disable traps. They had to wait for the DM to describe the situation to them and try different things.
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Let's say that there was no Disable Device skill in d20 3.5. And, let's take the scenario that I made up as I wrote it above: You've just turned a corner and the DM has told you that you see a hair-fine filament stretched across the corridor. He asks you what are you going to.
Well, what are you going to do?
You can't just say, "I'm going to roll on my Disable Device skill," because, remember, we took it out of the game. It doesn't exist.
So...you're standing there...looking at that then, almost invisible line stretched across the corridor...what are you going to do?
You've got to tell the DM something. Study it. Get more information. Try to cut it with your dagger. Step over it.
You've got to say something.
And you don't know the outcome. If you step over, will it not release the trap? Do you have to break the filament? If you do cut the filament, will the trap release? And, what kind of trap is it? Does something fall from the ceiling? What can you see when you look "up"? Are there fine holes in the walls where poison darts shoot out at you? Will a big, giant, Indianna Jones style ball of rock come tumbling towards you from the other end of the corridor? Will a trap in floor collapse, dropping you on a bed of spikes or into the nest of some eddercaps?
ALL OF THAT IS MOUNTAINS MORE INTERESTING THAN...."Um....I rolled a 22 on my Disable Device. Can I keep walking now?"
That's the point.
At what point did you take this thread to be anti-die roll?
I don't think you're getting the point at all.
As far as I understand it, this is saying that the GM makes dice rolls, and that s/he then modifies his/her freeform roleplaying to reflect the outcome of those dice rolls.I do think the skills and Feats and all the numbers on the 3.5 character sheet lends itself to what is described in the document as "modern gaming".
What I'm saying is, if you find yourself in that rut, there's no reason why you can't run a game using what the document refers to as "old school play" but still use modern day mechanics.
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"But...!!! What about my Spot skill!" The player says, "Did I put those skill points in it for nothing?"
No, Mr. Player, your character will still benefit, mechanically, from your high Spot rating, and you'll still be able to use it to detect traps and such. Except, now, the DM rolls your Spot secretly behind his screen and uses the result to guide how he describes the scene and answers your questions as you roleplay it out, Olde School Style.
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THE GM ROLLS THE SPOT BEHIND HIS SCREEN AND GIVES THE PLAYER NO IDEA OF THE RESULT--AS THE RESULT WILL BE ROLEPLAYED WHEN ANSWERING THE PLAYER'S QUESTIONS.
With a failing result, the DM will not offer any description the player does not ask for. He'll answer the player's questions, but the player has to be specific, and the DM will make discovering the trap as reasonably hard as he can.
With a successful result, the DM will be more willing to provide broad information based on the player's questions
Personally, I don't find this an especially attractive approach to play. From the players' point of view, all action resolution is dependent upon them engaging effectively with the GM's descriptions of things, and providing adequate descriptions themselves. From the players' points of views, there is no dice rolling either of a simulationist variety (the players never get to roll dice to establish the unfolding causal logic of the gameworld) or a narrativist variety (the players never get to roll dice to grant themselves the privilege of determining the content of the fiction). And on this approach, all a player achieves via character building is to set some parameters that the GM is obliged to respect in engaging in free-form narration (eg the GM has to have some regard to a PC's spot bonus, because this will effect the outcome of spot rolls that in turn set the parameters of the GM's narration).
From the players' point of view, this approach to action resolution is the abandoning of dice rolls in favour of free-form roleplaying (exactly as the OP said, as I've quoted at the top of this post).
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