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General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="Lanefan" data-source="post: 8146804" data-attributes="member: 29398"><p>Or didn't realize a check was important and said "yes"; the opposite of calling for a check where none is needed, and a simple enough mistake to make.</p><p></p><p>But here, yes, I am assuming a situation where the GM realizes a check is likely appropriate but intentionally doesn't give one due to the very real possibility of said check producing a result she (and-or the player) doesn't want. To me this is pretty much the same as fudging a die roll, only instead of fudging a bad result into good after the roll you're preventing the bad result from ever arising by not rolling in the first place.</p><p></p><p>I can see the desire to establish finality but as a player, why risk it if you don't have to? From all appearances you've got the finality anyway without having to chance the roll, so just be quiet and run with it! <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>Which brings up another point, I suppose: if the GM says yes (or no) without a check, to me that produces the exact same degree of finality as had dice in fact been rolled. In your example you say - without a check - that the lie is believed, which in my eyes means I-as-player can proceed just as if I'd rolled a successful check and with the same expectation of finality.</p><p></p><p>Where we differ, I think - correct me if I'm wrong, is that you view a die roll as locking things in while simply saying yes maybe doesn't; where I see the degree of locked-in-ness as being the same either way; and the discussion then becomes one of just what that degree is both at the time and later.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8146804, member: 29398"] Or didn't realize a check was important and said "yes"; the opposite of calling for a check where none is needed, and a simple enough mistake to make. But here, yes, I am assuming a situation where the GM realizes a check is likely appropriate but intentionally doesn't give one due to the very real possibility of said check producing a result she (and-or the player) doesn't want. To me this is pretty much the same as fudging a die roll, only instead of fudging a bad result into good after the roll you're preventing the bad result from ever arising by not rolling in the first place. I can see the desire to establish finality but as a player, why risk it if you don't have to? From all appearances you've got the finality anyway without having to chance the roll, so just be quiet and run with it! :) Which brings up another point, I suppose: if the GM says yes (or no) without a check, to me that produces the exact same degree of finality as had dice in fact been rolled. In your example you say - without a check - that the lie is believed, which in my eyes means I-as-player can proceed just as if I'd rolled a successful check and with the same expectation of finality. Where we differ, I think - correct me if I'm wrong, is that you view a die roll as locking things in while simply saying yes maybe doesn't; where I see the degree of locked-in-ness as being the same either way; and the discussion then becomes one of just what that degree is both at the time and later. [/QUOTE]
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