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Are there actions not covered under a skill?
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<blockquote data-quote="doctorbadwolf" data-source="post: 8000558" data-attributes="member: 6704184"><p>I’m not angry, I’m just pointing out that it’s incorrect. I would be doing the same amount of description either way. The die roll just helps inform what specific information is in that descriptive work. Because why not? </p><p></p><p>Also, it has reduced my workload over time, because I can now just leave certain things unplanned, and I use improv with heavy player input a lot more, rather than trying to prep everything in advance. This has enhanced game.</p><p></p><p>As for the “hard to visualize” part, maybe I can clarify that a bit. The playing might say something like, “I search the room thoroughly, [description of what they search and how]” and then roll an investigation or perception check, and tell me the check result. If there is no time restraint, and I see no reasonable way they’d fail, I either ignore the roll or use it to determine something else. Sometimes that involves asking either the group or a particular player to come up with something that happens or something interesting but unimportant that is found,etc, other times I have an immediate idea and I just talk it out as part of narrating success</p><p></p><p>Now, I will say that if a good idea is sparked that does lead to more work, but that is by far not the norm. Side quests, recurring NPCs, unexpected character development, etc have all sprung from these moments, but 90% of the time it’s flavor, or just a “here is a little more info to make a decision between going right vs left” sort of minor benefit.</p><p></p><p>All of which is super tangential to the point that actually drew me into this thread, which is that skill checks exist regardless of the wording of the rules, and that asking for skill checks isn’t different from asking for ability checks and stating that they can add prof bonus if trained in XYZ skill.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8000558, member: 6704184"] I’m not angry, I’m just pointing out that it’s incorrect. I would be doing the same amount of description either way. The die roll just helps inform what specific information is in that descriptive work. Because why not? Also, it has reduced my workload over time, because I can now just leave certain things unplanned, and I use improv with heavy player input a lot more, rather than trying to prep everything in advance. This has enhanced game. As for the “hard to visualize” part, maybe I can clarify that a bit. The playing might say something like, “I search the room thoroughly, [description of what they search and how]” and then roll an investigation or perception check, and tell me the check result. If there is no time restraint, and I see no reasonable way they’d fail, I either ignore the roll or use it to determine something else. Sometimes that involves asking either the group or a particular player to come up with something that happens or something interesting but unimportant that is found,etc, other times I have an immediate idea and I just talk it out as part of narrating success Now, I will say that if a good idea is sparked that does lead to more work, but that is by far not the norm. Side quests, recurring NPCs, unexpected character development, etc have all sprung from these moments, but 90% of the time it’s flavor, or just a “here is a little more info to make a decision between going right vs left” sort of minor benefit. All of which is super tangential to the point that actually drew me into this thread, which is that skill checks exist regardless of the wording of the rules, and that asking for skill checks isn’t different from asking for ability checks and stating that they can add prof bonus if trained in XYZ skill. [/QUOTE]
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