JamesonCourage
Adventurer
Yes.You account for wind direction and intensity at any given moment, including sporadic gusts?
I do not consult a chart.That's remarkably thorough! It's more Gygaxian than Gygax! I assume a chart is involved... do you consult it as a standard practice, or only for dramatic moments?
Your criticism is mostly amusing to me. I only have to run the game as believable to my players.(note pemerton did say "gust of wind" and not "sustained winds"... also note, the more exhaustively the GM claims to model the physical worlds their games are set in, the more they open themselves up the criticism their attempts at said modeling are grossly incomplete and/or inaccurate).
You know that saying, "truth is stranger than fiction"? I've found that to be true. In the pursuit of keeping my players immersed, I've erased most sporadic events, such as greatly convenient gusts of wind as ways to justify die rolls. I'd much rather think, "okay, the PC is heading over to jump to the rocks on the other side of the cliff. What's the wind like? Is it howling between the rocks, pushing on him as he goes through? Would it help or hurt him, or just be present but not really affect his movement? Will it be different when he hits the other side, or is it different from the wind pushing on him now?" I can take all of this into account in about 3-5 seconds, and decide before the die is rolled.
It may "open me up to criticism" from you or others, but really, it makes basically no difference to me. Complain/critique away. As always, play what you like

As a person? Of course I don't know. As a player? Of course I don't know. As a GM? It's my job to know, and I decide they roll.I think your method of claiming that you factor in every thing BEFORE a die roll is not how most humans work. Hence the Heisenberg Uncertainty Principle.
You seriously know if there will be a gust of wind (which itself is a burst event) at the exact right or wrong time a jump is made?
I don't do this. Sorry if that's too irregular, I guess.To then be able to say if said burst happens and what is its impact on the DC?
As opposed to what just about everybody else does which is to let the d20 be rolled, and then claim some random event like a gust of wind is what accounted for the random result.
The Jump check still has other things I can take into account. How close to the ledge was their footing? Did they overstep/understep where they needed to? Did they gauge the distance correctly? These are things purely within the realms of skill of the PC with which the roll was made. I do not need to bring the outside world into account to justify the die roll (that is, there will be no gust of wind, there will be no spontaneously loose dirt where there wasn't before, or the like).Otherwise, assuming you have such perfect control and calculation of all factors, there really is no need to roll the die. Just add up all these modifiers you are in perfect control and knowledge of determine if they succeed.
I've taken all the outside factors into play before the roll. Obviously the roll is necessary to determine how well the PC performed, as I've indicated.Your claim strikes me as the same as the NPC taking the best route debate. That you have such perfect and total knowledge of every pixel, every object, every molecule and its motion that the die roll can't represent the abstractness of this knowledge because it contradicts your perfect and absolute knowledge.
Hopefully you can see that saying, "slick ground, -2 on the check" before someone rolls is taking into account current conditions before the check. Then, things within PC control will be decided on the die roll, such as the placement of his foot, gauging the distance, and the like. When I run my game, I usually omit Convenient Gusts Of Wind and the like, as they tend to hurt immersion. Instead, I'll factor for things like wind conditions before the jump is made.Whethere you are truly capable of these feat, only you can say. The rest of us are operating under the Heisenberg Uncertainty Princinple as it applies to running an RPG. We cannot absolutely know or even think of every factor that actually impacts a situation. Such as the moisture level in the ground, the exact wear pattern on the shoe, the exact footfall position as the running approaches the precipice and makes his launch. Exactly how many millimeters from the edge was he? What was the relative position of his last foot to pebble #24609? If his foot overlayed it, what impact did it have on his launch? What was the air flow at each moment during the entire run, jump and land sequence?
Works for a lot of people. It's how a lot of people I've played with run their game. I don't, and I think my group prefers me running their game for a reason, of which immersion is one. To that end, I'll stick to my techniques, thanks. Yours aren't wrong, and I'd have fun playing in that game. My players would, too. Just not as much fun as the way I do it. Simply, our mileage has varied.This is the kind of stuff rolling the dice abstracts. No human can practically manage all that data in a realtime game setting. Just roll the damn die and if the results are particularly extreme, make up some reason that supports it as needed.
For the abstraction of how well the PC performs, within his own capabilities. That's what I use it for. I don't say, "you rolled low, so something messed you up." I say, "you rolled low, here's how you messed up." You may not like it, and that's fine. You don't have to. I'm not saying you need to play the way I do.Why is this such a big deal? Determinism vs. non-determinism. With perfect vision and information, we can calculate how EVERYTHING will turn out. There is no randomness. However, we do not have perfect vision, information or even execution. Thus, what we attempt to do has a wider variance in outcome. That's what appears random to us, the observer.
If you've truly thought of everything, there is no die roll.
I am, however, saying that your assertion about my gaming style is inaccurate. As always, play what you like
