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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: 6672692" data-attributes="member: 22424"><p>Because there's uncertainty over whether the character would know the thing, and the way that's handled by the game is by rolling?</p><p></p><p></p><p></p><p>It forces the players to come up with another solution to the problem. Maybe they need to go spend the money on a Sage, meaning they don't now have it to spend on other things. Maybe they have to call in a favour from one of their contacts, again meaning they've burnt that resource. Or perhaps they need to do a deal with the devil and approach one of their less-that-savoury associates for the help.</p><p></p><p>Or, indeed, maybe they decide that it's not worth the effort of solving the problem at all, in which case the cult strikes again and now the PCs have to deal with the feeling that they could have stopped it but didn't.</p></blockquote><p></p>
[QUOTE="delericho, post: 6672692, member: 22424"] Because there's uncertainty over whether the character would know the thing, and the way that's handled by the game is by rolling? It forces the players to come up with another solution to the problem. Maybe they need to go spend the money on a Sage, meaning they don't now have it to spend on other things. Maybe they have to call in a favour from one of their contacts, again meaning they've burnt that resource. Or perhaps they need to do a deal with the devil and approach one of their less-that-savoury associates for the help. Or, indeed, maybe they decide that it's not worth the effort of solving the problem at all, in which case the cult strikes again and now the PCs have to deal with the feeling that they could have stopped it but didn't. [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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