D&D 5E A case where the 'can try everything' dogma could be a problem

I must say I find the burning wheel examples (and the previous bash down a door example) to be weird.

"Trying to knock down the door in a single hit and avoid undue noise is possible. I expect that a strong barbarian should be able to knock down the door eventually. Therefore if you fail the first attempt, you will be forced to keep trying until the door falls, making lots of noise". Making the penalty for failure be that you make noise is fine. Making the penalty be that the door does not fall, but you have made some level of noise and you can decide on a future course of action, fine. Being told up front that I'll repeatedly hit the door noisily if it doesn't fall on the first hit... weird.

Similarly for the "because you failed to jump between two ships, nothing you do for the next few minutes matters". Surely the consequence is simply that you're in the water and we proceed from there?
 

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I must say I find the burning wheel examples (and the previous bash down a door example) to be weird.

"Trying to knock down the door in a single hit and avoid undue noise is possible. I expect that a strong barbarian should be able to knock down the door eventually. Therefore if you fail the first attempt, you will be forced to keep trying until the door falls, making lots of noise". Making the penalty for failure be that you make noise is fine. Making the penalty be that the door does not fall, but you have made some level of noise and you can decide on a future course of action, fine. Being told up front that I'll repeatedly hit the door noisily if it doesn't fall on the first hit... weird.

I think it depends on the level of granularity the DM and players find acceptable while not bogging down the pace of the game, and the level of trust amongst the group. A much younger me might have found the bash-until-successful approach strange, if not outright offensive. However, after running several games in which I allowed and adjudicated that sort of minutia, I eventually realized that more often than not, it's boring and a waste of time. As long as I'm not screwing over the players, it's easier to move things along to the decision points that actually matter.

Of course, if it was a stealth heavy adventure where silence was of the utmost concern at every possible moment, I might ask the players' to roll for every effort of a door bash attempt, but those rolls have more at stake and subsequently carry more tension.

For an in-depth take on the subject, I'd recommend The Alexandrian's series of articles on The Art of Pacing.
 
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I must say I find the burning wheel examples (and the previous bash down a door example) to be weird.

"Trying to knock down the door in a single hit and avoid undue noise is possible. I expect that a strong barbarian should be able to knock down the door eventually. Therefore if you fail the first attempt, you will be forced to keep trying until the door falls, making lots of noise". Making the penalty for failure be that you make noise is fine. Making the penalty be that the door does not fall, but you have made some level of noise and you can decide on a future course of action, fine. Being told up front that I'll repeatedly hit the door noisily if it doesn't fall on the first hit... weird.

It seems weird out of context. That's only part of the story. That would be my offer to the player, with the starting assumption that they want to get through the door. He could certainly come back with, "Hmmm, I don't really want to make noise, and I'm not sure we absolutely need to get past the door. I just want to give it a shove once, and if it doesn't open, we're move on."

And I'd definitely be agreeable to that. And to be honest, the example takes into account that the player has already told me he's determined to open the door. As a DM, I'm not telling the player what he does, he's telling me, and I'm telling him what will happen.
 

"Hmmm, I don't really want to make noise, and I'm not sure we absolutely need to get past the door. I just want to give it a shove once, and if it doesn't open, we're move on."

And I'd definitely be agreeable to that.
That makes perfect sense to me, and only reflects a difference in the negotiation of the action compared to what I would do (ie - I wouldn't negotiate the success/fail conditions up front: after the first roll failed, I might offer "you can just keep hitting it until it falls down, but you'll make a lot of noise", or the player might state that)
 

pemerton said:
To give an example from actual play: if I, as GM, "empower" a PC to seal off the Abyss if his player is prepared to permanently sacrifice two abilities, plus enough healing surges/hit points to risk death, how is that meaningless?
In this case, because the power derives from your desire for the player to make an interesting choice, rather than from the nature of the world.
I don't understand your reply.

No edition of D&D has ever had any sort of algorithmic process for resolving the action declaration "I manipulate the forces of entropy so as to seal off the Abyss from the rest of the multiverse". That is always going to require the GM to exercise discretion in its adjudication (eg, at a bare minimum, what skill is to be tested?).

In the actual play example to which I linked, I adjudicated the action declaration using the various mechanical resources the game system offered (eg rules for translating healing surge/hit point sacrifice into bonuses to checks; interpreting the "flavour" of the character abilities, such as Stretch Spell and Cloud of Darkness, that the player was having his PC invoke; etc).

In what way is this meaningless? It was a real choice, made by the player in response to the fictional situation in which his PC was located, and it had significant in-fiction consequences for the PC and also at-table consequences for the player (permanent loss of two significant PC abilities).

If anyone else could have made the same decision, even if it was off-screen because it was some NPC that nobody has ever heard of, then you were merely adjudicating the world in a consistent manner - you weren't actually empowering anyone to do anything.
No one else in the campaign could have achieved what this PC did. As I explain in the actual play report, the Slaad lord of Entropy, Ygorl, had been trapped by the PCs inside the Crystal of Ebon Flame, hence control over entropy was arguably unclaimed by any other entity and hence available to be claimed by the sorcerer PC. Also, the player asked whether he could burn healing surges to gain a bonus to the roll by having his PC give of his very essence as a chaos mage.

This is a unique being - a 29th level chaos sorcerer/demonskin adept/primordial adept/emergent primordial, the most powerful drow worshipper of Corellon and among the most powerful servants of Chan (Elemental Queen of Good Air Elementals). Killing Lolth, sealing the Abyss, and thereby freeing the drow to undo their sundering and rejoin their brethren singing the songs of old beneath the stars is the culmination of the character's labours from the bottom of heroic tier.

I'm not seeing how it is meaningless.

if the PCs are intended to represent characters who possesses unique abilities within the game world. Such a distinction makes it excessively difficult to determine where the line is drawn.
I'm not even understanding what the line is, as far as meaningfulness is concerned.

I understand that you prefer a game in which protagonism has no bearing upon action resolution. But I am at a loss as to how that leads to the conclusion that action resolution in games that depart from your preferred approach is meaningless.

I am referring to an RPG in the immersion/simulation/roleplaying sense. If you want to expand that definition to include a bunch of other things - like shared-authorship storytelling games - then that's on you, but you shouldn't be surprised to find disagreement.
My point is that Gygaxian D&D is roleplaying - given that it was the first instance of an RPG - and it doesn't abide by the strictures you set. The point of roleplaying in a Gygaxian game is not to immerse in anything, nor is simulation the preeminent goal (although immersion may be a byproduct of play, and simulation is an important consideration in the design of some game elements and systems, especially the way that ingame time and space are handled). The point of roleplaying in a Gygaxian game is spelled out in his PHB (pp 7, 18):

The [non-GM] participants become adventurers by creating characters to explore the fantastic world and face all of its challenges . . . The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class​

The choice of role is a choice of approach to the game, and of means to meet the challenges which the game poses. Choosing to play a fighter is choosing a different set of means, and a different approach, to choice of a MU. It is not primarily about choosing an experience. Again, that is not to say that no experience will be had - as Gygax also says on p 7, "As a role player, you become Falstaff the fighter." But "becoming" one's PC is not the point; adopting a role is a means to an end, and "becoming" that character is a byproduct of play.

If you set out to define roleplaying in such a way that the first RPG doesn't count as one, don't you think your definition is too narrow?

pemerton said:
AD&D uses devices - hit points, saving throws - which are expressly stated to be mechanics that constrain the fiction by reference to success or failure (for instance, a successful poison save might mean that the stinger failed to break the skin, and this narration is acceptable because hit point loss needn't correlate to physical injury).
I suppose that it's remotely conceivable that you could play AD&D in such a manner, with each saving throw or lost HP giving a chance to inventively narrate how it corresponds to the fiction, but that seems fairly counter-productive and extremely counter-intuitive.
Counter-productive in respect of what? Not Gygax's game - he is the one who describes hit points and saving throws in this way!

Not only is it conceivable that one might play AD&D in such a manner, it is actual that many have - by reading and applying the explanatory text in the rulebooks (eg DMG p 81).

Perhaps that was some vestige of story-telling game which was discarded by the time 2E came out.
2nd ed AD&D uses more-or-less all the mechanics of AD&D unchanged. I'm not familiar with how it explains the relationship between hit point loss, or making a saving throw, and the fiction. (I don't think the PHB says much about these things, and I don't own and have never read the 2nd ed AD&D DMG.) But it's not as if AD&D was a non-RPG which 2nd ed then somehow turned into an RPG by discarding "vestiges" of something else! To look at it like that would be to stand the history of the gameform on its head!

AD&D was one sort of RPG; 2nd ed AD&D was a different sort of RPG, though one using many of the same mechanics as AD&D.
 

it's a playstyle choice that says when you examine a religious icon, you resolve that by rolling Religion. Fundamentally, that's it - the reason you roll is because when you take that action the paradigm that has been adopted says that's what to do.
I agree that's the crux of it.

Why, when you investigate an icon, do you not roll Perception instead (eg to notice the details of how it looks)? Why is their a paradigm of "saying yes" to visual perception, but not of "saying yes" to recollection? This is one way of restating the question I'm interested in.

It models the fact that even experts do have gaps in their knowledge. And it means that the DM can give graduated responses: either they get no information, or they get partial information, or they get full information.
All this can be achieved by the GM choosing what information to provide. Including the GM choosing what degree of information to convey.

Some people don't know who their parents were, but in D&D there has never been a practice of determining whether a PC knows who his/her parents are via die roll - and certainly not via an ability/skill check. Why choose to hand out backstory based on such rolls in this particular case?

in the extreme case it may mean that the PCs might miss every clue. But that's actually a possibility whether you roll or not, just as a routine encounter could result in a TPK if the dice choose to inflict Outrageous Fortune on the PCs. In both cases, you use design to mitigate the risks, but you can't eliminate them entirely.)
It seems to me there is a difference between the game coming to an unexpected end because the players declared actions for their PCs, and failed due to bad luck; and the game coming to an unexpected end because the players missed out on relevant backstory due to random dice rolls.

It seems to me that the question is, Why are we rationing backstory via die rolls? The answer in Gygaxian play is clear: because spending resources to generate those dice rolls (or otherwise trigger access to backstory) is an element of skilled play; and skilled players who gain the backstory will use it to their advantage (eg to find the better treasures, to avoid the tougher monsters, etc). In this mode of play, acquiring backstory is itself one demonstration of player skill.

But I don't think any of the active posters in this thread is playing a Gygaxian game. (If I'm wrong on that, I'm happy to be corrected.) What is the reason for rationing backstory in other modes of play? I'm not asserting that there is no reason; I'm just interested in learning what it is!
 

If I don't know how to build an airplane, then I just don't know it. Maybe I have a 4% chance to build one, right now, but after a sufficient period of evaluation it will come to light that I either do or do not. When I learn more about building airplanes, then perhaps it will be time for another evaluation.
As I posted upthread, in my experience most failed open lock or remove trap checks in D&D are not narrated by reference to "Schroedinger's backstory" - does or doesn't my PC have training in this particular device - but rather are narrated by reference to the quality of the performance on this particular occasion (eg "You try to pick the lock, but you just can't get the tumblers to budge").

pemerton said:
The reason you can't try again is because the game system doesn't permit retries. Once you're in the pit, you have to proceed from there.
Which is not a reason that derives from the fiction, and is thus meaningless from an immersion/RP standpoint.
You seem to be running together imaginary, in-fiction causation and actual, real-world, game rules causation.

The difference between the two can be seen in the context of resolving a D&D combat. A player declares that his/her PC attacks an orc. The orc has 3 hp left. The player rolls to hit, succeeds; rolls damage, gets a result of 7; and the GM then narrates "You run the orc through; it falls to the ground, dying."

In the fiction, why did the orc die? Because it got run through by the PC. In the real world, why did the GM narrate that the PC runs the orc through and kills it? Because the damage roll is a 7, and hence reduces the orc's hp below zero. If the damage roll had been a 2, then the GM would instead have to narrate something like "The orc parries your blow at the last minute, but suffers a vicious cut across the arm as it does so." And then go on to declare and resolve the orc's action.

This is a pretty simple case where the rules of the game set the parameters for narration of the fiction. But the fiction itself is not generating "reasons" for that narration. There is no fiction of the orc being run through until the GM narrates it (s/he could equally have narrated that the orc is decapitated, or has a limb cut severed, or any other sort of fatal wound).

Notice also that, in the event that the player rolls a 2 for damage and hence doesn't kill the orc, there are no retries until after the GM gets to declare an action for the orc. This is not determined by any reason derived from the fiction, either - it is determined by the action economy. The GM might (or might not) narrate some appropriate fiction - eg if the orc attacks and rolls a hit, the GM might narrate "Though you cut the orc across the arm, but the orc's parry leaves you exposed to its counter-attack - take 3 hp of damage". That is fiction that explains the results dictated by the action economy, but it is not the reason that the game was resolved as it was - that reason was provided by the game rules for taking turns in combat.

In a game that takes the "no retries" idea out of combat and into non-combat, as Burning Wheel does, the GM is similarly expected to narrate fiction that explains why retries by the character do not permit retries by the player - eg "You try to climb out of the pit, but its walls are too slick for you" or "You haggle with the merchant, but she won't lower her price". But as with the D&D combat example, the in-fiction reason is not the gameplay reason.

I think it's pretty widely recognised that one of the most important skills a GM can develop is managing the relation and interface between the reasons that arise out of a game's rules, and the in-fiction situations that make sense, within the fiction, of the outcomes that the rules mandate. Lazy GMing in this domain produces unsatisfactory play experiences, like combat that is simply "bingo" rather than actually providing any sense of a life-and death struggle between protagonists (think OttS's notorious "duel of clerics"), and players who have no sense of how they might engage the fiction via their PCs and simply wait to be led by the GM.

pemerton said:
Whether a failed knowledge or perception check in BW determines a metaphysical state of affairs ("no chink") or merely an epistemic one ("no chink observable and hence exploitable by the PC") depends on context.
Except one of those results would be ridiculous. If such a thing does not exist, then that state cannot possibly depend upon your ability to perceive it, such that it would be guaranteed to exist if only you looked hard enough.
This is like saying "It's ridiculous that rolling a 2 vs rolling a 7 for damage should determine whether or not the orc parries".

The damage roll - which is an event that happens in the real world - isn't exercising causal force in the imagined world. Rather, as an event that occurs within the context of a rule-governed game, it constrains the permissible narrations of the fiction, including in-fiction causal process, that are open to the GM.

Likewise the Perception check is an event that happens in the real world. The result of that roll, in conjunction with other contextual factors (eg the fictional framing of the Perception check), determines what the GM will narrate about the fiction, including any salient in-fiction causal processes.

If the GM permits the action declaration, and it is successful, then the GM is obliged to narrate the chink in the armour. But it's not that the PC looking hard guaranteed that the chink should exist. The chink has some ingame causal explanation. However, the player spending action economy on declaring an Assess action (and the GM permitting the action within the current fictional context) means that, if the roll succeeds, the GM is obliged to narrate the fiction, including its ingame causal processes, in a certain way, namely as including armour with a chink in it.

This is somewhat like the roll of a 7 for damage, which obliges the GM to narrate the fiction as including the orc being killed at the hands of the PC. Rolling seven didn't cause the orc to die; being run through did that. But rolling a 7 for damage does not itself "model" running anyone through (eg there are many rolls of 7 for damage that don't kill their targets, because they have more than 7 hit points remaining).

what if someone else wanted to attempt the same task? Would he or she be bound by the same result? Or could they only possibly succeed if they had a better Perception check than the first person?
That would depend on framing. If the failed roll establishes "no chink in the armour", then there is no chink. If the failed roll establishes "you don't find a chink", then perhaps another player can declare an action to enable his/her PC to find a chink the first player's PC missed.

When the Assess action was used in a combat in my BW game, the player of the short-sword wielding sorcerer-assassin was declaring it in order to get a bonus to hit that was needed in order to generate sufficient damage to get through some zombies' damage resistance. In the fiction, she was lining up her strikes so that she struck at their vulnerable bits. In this context, Let it Ride applied to the lining up of each strike, but after resolving each Assess and then each Strike she was allowed to declare a new Assess - the cost to the player was action economy.

the idea of stakes does solve the conundrum of retries by a bit; it's not that you can't succeed, so much as you can't succeed before something happens to make the check irrelevant. The die roll, in that case, would indicate the aggregate of all attempts during that period.
What you describe might be one way of handling "no retries" - that's roughly how the D&D combat action economy handles it (ie you get one roll to represent all your attempts to bring down your foe before that foe then gets a roll).

But it needn't be the only way. If a character is stuck in the pit, it may be that nothing happens to make climbing out irrelevant - there is nothing in the game mechanics of BW that prevents the game ending because the player doesn't declare any new action declarations for his/her PC and hence that character dies of thirst in the pit.

Suppose, in BW, the PC is pursuing an enemy, and the GM declares "You come to a pit blocking your way. You're pretty sure you can cross it if you want to, but your quarry might get away." After a bit of discussion getting clear on the details of the fiction, the PC's capabilities, etc, the framing might end up this way: "You can cross the pit, but your quarry will have escaped - if you want to track him down, you'll have to make a Tracking check. Or you can leap the pit to keep up the pursuit, but if you fail you're stuck in a pit!"

The player might then say "I'm a trained climber, so even if were to fall in the pit, or barely make it and grab the edge, I could scramble out - so can I FoRK in Climbing?" (In BW, using a related skill to get a bonus is called FoRKing, for "Fields of Related Knowledge".) The GM will probably agree, as BW encourages the GM to be generous in allowing FoRKs and also situational advantages, and there are other elements of the system which discourage players from always using every bonus that they might be able to generate. So the player now rolls Speed (BW's stat for jumping) with +1 die for the FoRKed Climbing. Succeed, and s/he can continue the chase; fail, and s/he's in the pit.

The player can't now declare a Climb check for his/her PC to escape - that s/he stuck in the pit is already settled via the prior check. In the fiction, the narration can be whatever seems appropriate - "The sides are too slick", "Your sore ankle won't bear your weight", etc. At the table, the rules of the game say that the player must declare something else - say a Perception check to find a secret door at the bottom of the pit, or a Circles check to have a friendly person wander buy and find him/her in the pit.

The point of the "no retries" rule - it's official name is Let it Ride - is to drive gameplay. Not to manage the ingame time that correlates to making a skill check.

I must say I find the burning wheel examples (and the previous bash down a door example) to be weird.

<snip>

Making the penalty for failure be that you make noise is fine. Making the penalty be that the door does not fall, but you have made some level of noise and you can decide on a future course of action, fine. Being told up front that I'll repeatedly hit the door noisily if it doesn't fall on the first hit... weird.

Similarly for the "because you failed to jump between two ships, nothing you do for the next few minutes matters". Surely the consequence is simply that you're in the water and we proceed from there?
It's not about "being told up front" - the GM doesn't tell the player what his/her PC does. The player is the one who makes the action declaration.

If the player declares "I'll keep going until it breaks down" then in BW that is called "working carefully" and grants a bonus - but if the check fails then the GM is entitled to impose a particularly serious time-based complication (eg "Someone turns up because of all the noise you've been making"). If the player wants to avoid the risk of a particularly serious time-based complication then s/he can opt not to work carefully, and thereby forego the bonus - but there are no retries. So if the door doesn't budge, something else will have to be tried.

What the player can't do is just keep rolling and rolling. That's the point of no-retries.

In the case of the ship example, it's not "Nothing you do for the next few minutes matters." That doesn't make any sense. It's "for the next few minutes you do nothing but try and stay afloat while making your way to the side of the friendly ship, where the crew help you scramble back aboard - once aboard you are able to cough the water out of your lungs and regain some of your composure!"

In the session in question, that character's player was absent and so he was being played by another player. Hence having him out of the action actually simplified things for both me as GM and for the players, although it also deprived the players of a useful resource. Had the PC's player been there, I may well have narrated the consequences of failure differently - eg narrating some sort of confrontation or conflict between that character and the rescuing NPCs, which would then keep him occupied while the other characters explored the ship they had jumped onto.

Burning Wheel is intended to be played on the assumption that non-narrated backstory is flexible and will be developed by the GM in order to frame the action and keep the game moving. This applies both to relatively trivial backstory (eg is the crew of the PCs' ship inclined to make fun of, or pick fights of, landlubbers that they have to pull out of the water after they fail to jump between ships?) as well as to more substantial backstory (eg, and to allude to the situation that obtained at the end of my last BW session, what exactly do the orcs intend to do with the Elven princess - one of the PCs - whom they have captured?).

Here is an actual play report of a 4e session that I GMed that was intended deliberately as an exploration-style scenario, where I handled backstory along similar lines. At the end of that post I conclude with the observation that "while sandboxing might rely heavily upon exploration, exploration can be done without sandboxing. Most of the interesting details of the exploration were worked out by me on the fly, whether as needed or even in response to player actions".
 

Why, when you investigate an icon, do you not roll Perception instead (eg to notice the details of how it looks)?

I would have them make the most relevant roll. If it's an icon associated with an obscure cult, I'd have them roll religion to identify the cult. If the icon itself has some hidden detail to it (for example, this icon has a notch on it allowing it to be used as a key), then I'd have them roll Perception. If it's both (for example, it's an icon of The Raven Queen but with a hidden detail that identifies it as belonging to some hereitcal sub-sect), I might call for either.

(But I wouldn't call for both checks in the last case because that's one roll too far - it turns a ~70% chance of success (my normal level) into a ~49% chance of success.)

All this can be achieved by the GM choosing what information to provide.

If I choose not to give the players all the information that is tied to the icon then I'm deliberately choosing to force them to make choices based on bad data. I don't do that - hence the roll.

Some people don't know who their parents were, but in D&D there has never been a practice of determining whether a PC knows who his/her parents are via die roll

But there have been instances where some elements of a PC's backstory might be randomly generated. It's not generally done, because PCs are usually placed under the player's control, including backstory, but that's not absolute.

Why choose to hand out backstory based on such rolls in this particular case?

Because on the one hand you're talking about the PC's backstory and on the other you're talking about the setting's backstory.

Note, though, that if the campaign featured amnesiac PCs (for whatever reason), then their access to their backstory might well be gated in exactly the same manner.

It seems to me there is a difference between the game coming to an unexpected end because the players declared actions for their PCs, and failed due to bad luck; and the game coming to an unexpected end because the players missed out on relevant backstory due to random dice rolls.

Actually, they're exactly the same. In both cases the players are making a bunch of choices, some or all of those choices result in dice rolls, and if those dice rolls go bad then the game ends.

The only real differences are that in the combat case those dice rolls come in quick succession and lead to a definitive end (TPK), while in the investigation example they're considerably more spread out and probably don't - very likely there is at least something the PCs can still try to get back on track.

(In the investigation case, it's vastly more likely that if the PCs blow all their rolls they'll find themselves with no obvious way to proceed and have to revisit some locations and/or go visit some helpful NPC for more assistance. It's very seldom that missing all the clues will actually end the game.)

It seems to me that the question is, Why are we rationing backstory via die rolls?

Playstyle choice.

Would it help if I said it was due to a simulationist, rather than narrativist, approach? That is, we're not rolling to determine how much of a "backstory ration" the PC gets; we're rolling because the PC knows a certain amount about religion which may or may not include the facts tied to this icon. So we roll to determine whether he happens to know these particular facts. That these facts tie into the story being told is incidental to the process - we'd roll just the same if the scene instead just happened to take place in a (completely unrelated) church and the PC chose to look at the stained glass windows.
 

It seems to me that the question is, Why are we rationing backstory via die rolls? The answer in Gygaxian play is clear: because spending resources to generate those dice rolls (or otherwise trigger access to backstory) is an element of skilled play; and skilled players who gain the backstory will use it to their advantage (eg to find the better treasures, to avoid the tougher monsters, etc). In this mode of play, acquiring backstory is itself one demonstration of player skill.

But I don't think any of the active posters in this thread is playing a Gygaxian game. (If I'm wrong on that, I'm happy to be corrected.) What is the reason for rationing backstory in other modes of play? I'm not asserting that there is no reason; I'm just interested in learning what it is!

I am 'rationing backstory' to let the players collect potentially useful clues.

A successful knowledge check might tell the group for example whether an item they found is safe or dangerous, might suggest which is the best route to take, or tell what is a monster's strength or weakness.

I have never made a certain check-dependent piece of knowledge critical for the successful completion of the whole adventure, in the same way I don't make it dependent on a successful open lock check! Although I suppose that in a sandbox campaign, it might even be fine to do so.

I want to use Knowledge check rolls for a couple of reasons: because players make decisions about what their PC are proficient at, and such decisions have a cost (but this could also be handled free-form withtout checks, as in "if you have the proficiencies, you know this and that"); and because I want some real-time unpredictability in the game.
 


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