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General Tabletop Discussion
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Anyone using the automatic success DMG variant rules for skills?
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<blockquote data-quote="Rod Staffwand" data-source="post: 7333196" data-attributes="member: 6776279"><p>I use standard passive checks for practically every skill check. It started as a rebuttal to games where the DM had us roll constantly and I realized I was asking for too many skill checks myself. It was adding nothing to the game, it made the PCs into Keystone Kop-like idiots when the inevitably failed a bunch of checks, and frankly I was getting tired of it.</p><p></p><p>I wanted to interject player agency back into the game. A PC can either climb a wall or not. If they can, the interesting part becomes how that turn that capability into their advantage. If they can't, the interesting part becomes figuring out other avenues and options to take. Rolling for success just muddles everything and wastes time.</p><p></p><p>I do have PCs roll for opposed checks as well as actions taken that are otherwise filled with dramatic tension or fraught circumstances (such as if they were struck while climbing and I wanted to give them a chance to catch themselves before falling or if they had to pick a lock quickly with a demon about to seize them).</p><p></p><p>You'll be amazed at how much fun not rolling dice is.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7333196, member: 6776279"] I use standard passive checks for practically every skill check. It started as a rebuttal to games where the DM had us roll constantly and I realized I was asking for too many skill checks myself. It was adding nothing to the game, it made the PCs into Keystone Kop-like idiots when the inevitably failed a bunch of checks, and frankly I was getting tired of it. I wanted to interject player agency back into the game. A PC can either climb a wall or not. If they can, the interesting part becomes how that turn that capability into their advantage. If they can't, the interesting part becomes figuring out other avenues and options to take. Rolling for success just muddles everything and wastes time. I do have PCs roll for opposed checks as well as actions taken that are otherwise filled with dramatic tension or fraught circumstances (such as if they were struck while climbing and I wanted to give them a chance to catch themselves before falling or if they had to pick a lock quickly with a demon about to seize them). You'll be amazed at how much fun not rolling dice is. [/QUOTE]
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Anyone using the automatic success DMG variant rules for skills?
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