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A Merc's Life [OOC 02]
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<blockquote data-quote="Maidhc O Casain" data-source="post: 5241868" data-attributes="member: 29558"><p>I was waiting for this question from you . . . <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>It is all documented, and I'll be happy (in the case of traps) to post the results after the encounter is over. As long as you've sprung the trap. If you missed finding it but didn't spring it, you might spring it on the way out.</p><p></p><p>However, in this case Tsadok's passive detection didn't even kick in. This particular trap (as written in the adventure, not made by me) is triggered from 10' away by anyone who is not a worshiper of Nethys. Your detection is only good from 5' or less.</p><p></p><p>Harnry was the only one who actually specified he was looking. I gave him a roll even though he didn't specify that he was searching for traps. I even gave him the +2 for using Detect Magic and didn't give him any negative modifiers in spite of the fact that he's 35 or 40 feet away. He didn't see it.</p><p></p><p>I sort of feel like I need to correct a misunderstanding about my motives. I in no way think of this as 'GM vs. Players.' I don't jump up and down and do a victory dance when you miss a trap or get hit by a critter. And I do believe that you should - at least occasionally - kick some righteous ass. (In fact, this group's walked through almost every fight in the adventure with hardly a scratch, must less a true test of your mettle. Which is fine with me, because I know the encounters have been run the way they were supposed to be - the way they were written - and your successes have been earned rather than given away.)</p><p></p><p>I <em>want</em> the party to succeed for two reasons: because it's no fun to fail all - or even most of - the time, and because that's the only way the game continues. But I also believe that success shouldn't be a foregone conclusion. If it is, why bother to set up the encounters or roll the dice at all? And I believe that the players (and characters) should be challenged and tested, and that their resources should be used - and even used up. Otherwise why bother to place any limits on the creation process? Why not just let them have whatever stats, abilities and equipment they want from the start? (There are games that do that, but even they present the chance of failure - see the <em>Wushu</em> rules in my 'RPG Repository' if you're interested in reading about one such).</p><p></p><p>Does all that make sense? </p><p></p><p>PS: In many cases I will <em>not</em> give you the actual result of Perception rolls, or Knowledge rolls, etc. because doing so would defeat the purpose of making those rolls myself. For example: Tsadok examines a document using his Linguistic skill. The skill check is a natural one, which is actually bad enough that not only is he not able to interpret it he makes a mistake - he <em>thinks</em> he interpreted it correctly but he's actually drawn a faulty conclusion from it. Knowing the roll result would clue you in to that. Similarly, knowing you didn't roll high enough to find anything in a room or to locate a secret door is an indication to the player that you should check again. Your characters would have no idea whether they didn't find anything because there's nothing there or because they just didn't do a good enough job of searching. But knowing you rolled a 1 on the check means "OK, try again!"</p></blockquote><p></p>
[QUOTE="Maidhc O Casain, post: 5241868, member: 29558"] I was waiting for this question from you . . . :D It is all documented, and I'll be happy (in the case of traps) to post the results after the encounter is over. As long as you've sprung the trap. If you missed finding it but didn't spring it, you might spring it on the way out. However, in this case Tsadok's passive detection didn't even kick in. This particular trap (as written in the adventure, not made by me) is triggered from 10' away by anyone who is not a worshiper of Nethys. Your detection is only good from 5' or less. Harnry was the only one who actually specified he was looking. I gave him a roll even though he didn't specify that he was searching for traps. I even gave him the +2 for using Detect Magic and didn't give him any negative modifiers in spite of the fact that he's 35 or 40 feet away. He didn't see it. I sort of feel like I need to correct a misunderstanding about my motives. I in no way think of this as 'GM vs. Players.' I don't jump up and down and do a victory dance when you miss a trap or get hit by a critter. And I do believe that you should - at least occasionally - kick some righteous ass. (In fact, this group's walked through almost every fight in the adventure with hardly a scratch, must less a true test of your mettle. Which is fine with me, because I know the encounters have been run the way they were supposed to be - the way they were written - and your successes have been earned rather than given away.) I [I]want[/I] the party to succeed for two reasons: because it's no fun to fail all - or even most of - the time, and because that's the only way the game continues. But I also believe that success shouldn't be a foregone conclusion. If it is, why bother to set up the encounters or roll the dice at all? And I believe that the players (and characters) should be challenged and tested, and that their resources should be used - and even used up. Otherwise why bother to place any limits on the creation process? Why not just let them have whatever stats, abilities and equipment they want from the start? (There are games that do that, but even they present the chance of failure - see the [i]Wushu[/i] rules in my 'RPG Repository' if you're interested in reading about one such). Does all that make sense? PS: In many cases I will [I]not[/I] give you the actual result of Perception rolls, or Knowledge rolls, etc. because doing so would defeat the purpose of making those rolls myself. For example: Tsadok examines a document using his Linguistic skill. The skill check is a natural one, which is actually bad enough that not only is he not able to interpret it he makes a mistake - he [i]thinks[/i] he interpreted it correctly but he's actually drawn a faulty conclusion from it. Knowing the roll result would clue you in to that. Similarly, knowing you didn't roll high enough to find anything in a room or to locate a secret door is an indication to the player that you should check again. Your characters would have no idea whether they didn't find anything because there's nothing there or because they just didn't do a good enough job of searching. But knowing you rolled a 1 on the check means "OK, try again!" [/QUOTE]
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