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As it turns out, hiding requires cover.
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<blockquote data-quote="5ekyu" data-source="post: 7833150" data-attributes="member: 6919838"><p>Ok so a non-system ToM answer might be one of these, dependong on style of play. They key on descriptions.</p><p></p><p>1 Player choice - in these styles of play, the GM goes with "say yes unless there is compelling reason to say no" and so when a player asks about hiding or tries to hide then the GM defaults to yes unless something about the scene as described already says otherwise. Alk that needs to be added is the narrative of an item or scene detail to fit the outcome. Here the onus of "no" is on the gm, who must provide a clear reason why not to allow the attempt - preferably before the isdue comes up. "On approach, you can tell the area has been cleared up to the walls - providing clear line of fire."</p><p></p><p>2. Gm sets it up. Here, the GM in describong the original scene makes it clear what elements are suitable for hiding, if any, maybe by keywords. Really, herenthe onus of "yes" falls to the player to show how its possible. </p><p></p><p>3. Roll then narrate. Here the unspecified details of the scene get determined by the result. If the roll was successful, clearly there was something there. </p><p></p><p>Any can work. All just differet styles.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7833150, member: 6919838"] Ok so a non-system ToM answer might be one of these, dependong on style of play. They key on descriptions. 1 Player choice - in these styles of play, the GM goes with "say yes unless there is compelling reason to say no" and so when a player asks about hiding or tries to hide then the GM defaults to yes unless something about the scene as described already says otherwise. Alk that needs to be added is the narrative of an item or scene detail to fit the outcome. Here the onus of "no" is on the gm, who must provide a clear reason why not to allow the attempt - preferably before the isdue comes up. "On approach, you can tell the area has been cleared up to the walls - providing clear line of fire." 2. Gm sets it up. Here, the GM in describong the original scene makes it clear what elements are suitable for hiding, if any, maybe by keywords. Really, herenthe onus of "yes" falls to the player to show how its possible. 3. Roll then narrate. Here the unspecified details of the scene get determined by the result. If the roll was successful, clearly there was something there. Any can work. All just differet styles. [/QUOTE]
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