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Abilities....Which check would you use?
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<blockquote data-quote="Jer" data-source="post: 7625635" data-attributes="member: 19857"><p>Honestly this is my answer. There isn't enough information for me to know what I would do.</p><p></p><p>For example - is this a "clue" that the adventure needs the players to have in order to keep moving? Will the game grind to a dead stop if someone doesn't figure this out? Then they're going to figure it out and we'll need to work out a justification for it. (My usual tactic on this would be to find out what the "investigating" PC has for proficiencies, have them roll the most applicable one that they're proficient in, and on a failure they just get the minimum amount of info needed to keep the game going. On a success they get some extra info on top of that, more or less depending on how much they had to stretch to find a relevant proficiency - and yeah, I will let them pull a "hey Bob, come over here and look at these tracks" to pull in a character with a more relevant proficiency instead of making the roll themselves if that's how they want to play it.)</p><p></p><p>On the flip side - is this something that makes no difference at all to the adventure and the player is just scrounging for clues? Then I'll let them roll either Survival or Nature (whichever they think benefits them more) and give them some info on a success and nothing on a failure. (Typically I know which players at my table play the "amazing detective" archetype regardless of what game we play and are going to want to search every single nook and cranny and/or investigate every bit of color I throw into a scene, so I'll throw some things in to make sure they get their fun out of Batmanning up the scene because it makes it fun for them).</p><p></p><p>In between - if it's information that it doesn't matter if they know it or not but that will put them in some kind of better strategic or tactical position or potentially open up a new avenue for investigation if they know it, then I'll make a judgment call on the skill check based on how the narrative is going at the time. In this case it would probably be one of Survival, Nature or Investigate, but a lot will depend on the context leading up to the check and the background of the character making the ask. A character with a background as an wilderness type is going to maybe get to choose which one would be best for them to use, while a character who has always been played as a city-kid who only knows about the wilderness from the books they've read is probably going to get a strict Survival check to figure it out, maybe with disadvantage.</p></blockquote><p></p>
[QUOTE="Jer, post: 7625635, member: 19857"] Honestly this is my answer. There isn't enough information for me to know what I would do. For example - is this a "clue" that the adventure needs the players to have in order to keep moving? Will the game grind to a dead stop if someone doesn't figure this out? Then they're going to figure it out and we'll need to work out a justification for it. (My usual tactic on this would be to find out what the "investigating" PC has for proficiencies, have them roll the most applicable one that they're proficient in, and on a failure they just get the minimum amount of info needed to keep the game going. On a success they get some extra info on top of that, more or less depending on how much they had to stretch to find a relevant proficiency - and yeah, I will let them pull a "hey Bob, come over here and look at these tracks" to pull in a character with a more relevant proficiency instead of making the roll themselves if that's how they want to play it.) On the flip side - is this something that makes no difference at all to the adventure and the player is just scrounging for clues? Then I'll let them roll either Survival or Nature (whichever they think benefits them more) and give them some info on a success and nothing on a failure. (Typically I know which players at my table play the "amazing detective" archetype regardless of what game we play and are going to want to search every single nook and cranny and/or investigate every bit of color I throw into a scene, so I'll throw some things in to make sure they get their fun out of Batmanning up the scene because it makes it fun for them). In between - if it's information that it doesn't matter if they know it or not but that will put them in some kind of better strategic or tactical position or potentially open up a new avenue for investigation if they know it, then I'll make a judgment call on the skill check based on how the narrative is going at the time. In this case it would probably be one of Survival, Nature or Investigate, but a lot will depend on the context leading up to the check and the background of the character making the ask. A character with a background as an wilderness type is going to maybe get to choose which one would be best for them to use, while a character who has always been played as a city-kid who only knows about the wilderness from the books they've read is probably going to get a strict Survival check to figure it out, maybe with disadvantage. [/QUOTE]
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