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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="Li Shenron" data-source="post: 6676165" data-attributes="member: 1465"><p>I am 'rationing backstory' to let the players collect potentially useful clues.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6676165, member: 1465"] 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. [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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