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A Question Of Agency?
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<blockquote data-quote="prabe" data-source="post: 8136970" data-attributes="member: 7016699"><p>Yeah, it's probably tied to it being directly tied to a roll. You try to do something and the dice say "sure but have this thing you didn't want as well" and you try to do something else and the dice say "sure and have this other thing you didn't want as well" and before long all the things you've gotten that you didn't want have penned you in and you're no longer trying to do what you wanted to do but just trying to get out from all these other things you didn't want that landed on you because the dice said so.</p><p></p><p>As I said, I'm a "this glass is one-eighth empty" kinda guy. ;-)</p><p></p><p>I might (depending on context) think the PC had screwed something up to be in such a desperate position, but I don't think I'd think they'd failed that particular check. Hope that's clear-ish.</p><p></p><p>Yeah, that's consistent with my understanding of both D&D and Blades. I think I have a strong preference for it being knowable prior to the decision to act. I think if the GM has pre-placed guards on the rooftop, then the character is existing in something more like an objective reality, and there's more possibility to do something to avoid them (like taking a different way in, after suitable reconaissance) than if "guards appear" can be the result of any action-resolution check.</p><p></p><p></p><p></p><p>I'd ask if there was a higher DC to jump quietly, or if there was the possibility of a concurrent Dex/Stealth check to make the jump quietly, possibly at Disadvantage--trusting the DM's judgment, there.</p><p></p><p>Hrm. If I missed the DC and he gave me the option to land on the other side in a clattering heap, as opposed to falling prone at the guards' feet, taking 3d6 falling damage, I might take that.</p><p></p><p>Probably about how it looks, from my answers above. Separate Str/Athletics and Dex/Stealth checks--maybe a floating Disadvantage, up to the player (do you want Disadvantage on the Str/Athletics to jump, or on the Dex/Stealth to be quiet about it?). If just the one check, maybe offering some middle ground if they miss the DC by 1 or maybe 2.</p><p></p><p>This is important: I grokked that you were kidding around, and it's OK. I make fun of my own mental issues, a lot. The gap between my own kinda-blighted outlook and everyone else's amuses me, much of the time. I didn't mean to dump a guilt-trip on you over this.</p></blockquote><p></p>
[QUOTE="prabe, post: 8136970, member: 7016699"] Yeah, it's probably tied to it being directly tied to a roll. You try to do something and the dice say "sure but have this thing you didn't want as well" and you try to do something else and the dice say "sure and have this other thing you didn't want as well" and before long all the things you've gotten that you didn't want have penned you in and you're no longer trying to do what you wanted to do but just trying to get out from all these other things you didn't want that landed on you because the dice said so. As I said, I'm a "this glass is one-eighth empty" kinda guy. ;-) I might (depending on context) think the PC had screwed something up to be in such a desperate position, but I don't think I'd think they'd failed that particular check. Hope that's clear-ish. Yeah, that's consistent with my understanding of both D&D and Blades. I think I have a strong preference for it being knowable prior to the decision to act. I think if the GM has pre-placed guards on the rooftop, then the character is existing in something more like an objective reality, and there's more possibility to do something to avoid them (like taking a different way in, after suitable reconaissance) than if "guards appear" can be the result of any action-resolution check. I'd ask if there was a higher DC to jump quietly, or if there was the possibility of a concurrent Dex/Stealth check to make the jump quietly, possibly at Disadvantage--trusting the DM's judgment, there. Hrm. If I missed the DC and he gave me the option to land on the other side in a clattering heap, as opposed to falling prone at the guards' feet, taking 3d6 falling damage, I might take that. Probably about how it looks, from my answers above. Separate Str/Athletics and Dex/Stealth checks--maybe a floating Disadvantage, up to the player (do you want Disadvantage on the Str/Athletics to jump, or on the Dex/Stealth to be quiet about it?). If just the one check, maybe offering some middle ground if they miss the DC by 1 or maybe 2. This is important: I grokked that you were kidding around, and it's OK. I make fun of my own mental issues, a lot. The gap between my own kinda-blighted outlook and everyone else's amuses me, much of the time. I didn't mean to dump a guilt-trip on you over this. [/QUOTE]
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