Psion
Adventurer
I'm a "talk then roll" kind of guy.
As far as I am concerned, the dice and skill mechanics are an interface between the player's intentions and the world.
So, the player announces his intentions to me, then the dice determine what really happens.
Tell me that you have never formulated what to say in your mind, and the impact it had was totally different than what you intended? Or that someone, despite their words, came off as arrogant and condascending to you? These are the details that I consider the dice and the skill ranks to add.
Occasionally, I use skill rolls as an excuse to give the players hints. For example, if the player says something really stupid that no trained diplomat would do, I might let them try an int-based diplomacy check to NOT blurt it out and tell the player that he knows that is not such a good idea... would you like to reconsider.
As far as I am concerned, the dice and skill mechanics are an interface between the player's intentions and the world.
So, the player announces his intentions to me, then the dice determine what really happens.
Tell me that you have never formulated what to say in your mind, and the impact it had was totally different than what you intended? Or that someone, despite their words, came off as arrogant and condascending to you? These are the details that I consider the dice and the skill ranks to add.
Occasionally, I use skill rolls as an excuse to give the players hints. For example, if the player says something really stupid that no trained diplomat would do, I might let them try an int-based diplomacy check to NOT blurt it out and tell the player that he knows that is not such a good idea... would you like to reconsider.
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