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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="delericho" data-source="post: 6672212" data-attributes="member: 22424"><p>It is indeed. And I gathered as much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I don't roll for <em>everything</em>, because the player doesn't always just make the roll and if it's an auto-success why bother.</p><p></p><p>But what I'm saying is that very often it's obvious both that there will need to be a roll and also what that roll should be. In which case I would prefer that the player <em>does</em> just jump to the roll, because in those cases that's the more efficient route.</p><p></p><p>If the PCs in my game have discovered an icon of obviously religious significance, then if they say, "calling on my training as a cloistered cleric I examine the icon to determine if I know any significance" they <em>know</em>* that I'm going to respond "okay, roll Int (religion)". Given that our game-time is short, better just to jump straight to the roll.</p><p></p><p>* They know because of long experience at my table, just as I 'know' that in certain circumstances they'll react in particular ways.</p><p></p><p>Amongst other things, it's perhaps worth noting I use varying levels of success for things like Knowledge checks. A simple success on the roll will give basic knowledge while an exceptional success will give considerably more. So even if it's common enough knowledge that some facts are just a gimme, there's <em>still</em> a need to roll to determine how much else you get.</p></blockquote><p></p>
[QUOTE="delericho, post: 6672212, member: 22424"] It is indeed. And I gathered as much. :) I don't roll for [i]everything[/i], because the player doesn't always just make the roll and if it's an auto-success why bother. But what I'm saying is that very often it's obvious both that there will need to be a roll and also what that roll should be. In which case I would prefer that the player [i]does[/i] just jump to the roll, because in those cases that's the more efficient route. If the PCs in my game have discovered an icon of obviously religious significance, then if they say, "calling on my training as a cloistered cleric I examine the icon to determine if I know any significance" they [i]know[/i]* that I'm going to respond "okay, roll Int (religion)". Given that our game-time is short, better just to jump straight to the roll. * They know because of long experience at my table, just as I 'know' that in certain circumstances they'll react in particular ways. Amongst other things, it's perhaps worth noting I use varying levels of success for things like Knowledge checks. A simple success on the roll will give basic knowledge while an exceptional success will give considerably more. So even if it's common enough knowledge that some facts are just a gimme, there's [i]still[/i] a need to roll to determine how much else you get. [/QUOTE]
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