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At Your 5E Table, How Is It Agreed upon That the PCs Do Stuff Other than Attack?
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<blockquote data-quote="Oofta" data-source="post: 9063570" data-attributes="member: 6801845"><p>I don't slap a padlock and lockpicking tools down on the table every time someone wants to open a lock. I don't break out the foam swords and start LARPing every time combat breaks out. I don't hide something in my kitchen and expect the player to find it without setting off that mouse trap. The player does not need to have the skills of the PC in order to have that PC be effective<strong> in my game. </strong> The character is searching, not the player. The mechanic used to resolve an in-world action when there is uncertainty is a roll of the dice.</p><p></p><p>There's no hill here other than potentially a hill of strawmen. The character exist and interacts with a fictional world, the player is not searching any more than they are picking that Master Lock. I am just expressing my preference, there's no difference <strong>in my game </strong>between a skill check and swinging a sword. We may add fluff, there may be complications, but ultimately if there is uncertainty on outcome dice will be rolled.</p><p></p><p>NOTE: There are exceptions and edge cases to every rule. If someone doesn't realize they're fighting an illusionary monster they still need to roll to hit even though they can never do damage. Roll low enough and the illusion just dodges out of the way. A persuasion check can be modified by what the character says.</p><p></p><p>EDIT: or maybe I'm just missing the whole point - that it's not my character rolling the dice to resolve the uncertainty. Which ... is a really weird thing to even point out or make a big deal out of. It has nothing to do with how I handle checks in the game.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9063570, member: 6801845"] I don't slap a padlock and lockpicking tools down on the table every time someone wants to open a lock. I don't break out the foam swords and start LARPing every time combat breaks out. I don't hide something in my kitchen and expect the player to find it without setting off that mouse trap. The player does not need to have the skills of the PC in order to have that PC be effective[B] in my game. [/B] The character is searching, not the player. The mechanic used to resolve an in-world action when there is uncertainty is a roll of the dice. There's no hill here other than potentially a hill of strawmen. The character exist and interacts with a fictional world, the player is not searching any more than they are picking that Master Lock. I am just expressing my preference, there's no difference [B]in my game [/B]between a skill check and swinging a sword. We may add fluff, there may be complications, but ultimately if there is uncertainty on outcome dice will be rolled. NOTE: There are exceptions and edge cases to every rule. If someone doesn't realize they're fighting an illusionary monster they still need to roll to hit even though they can never do damage. Roll low enough and the illusion just dodges out of the way. A persuasion check can be modified by what the character says. EDIT: or maybe I'm just missing the whole point - that it's not my character rolling the dice to resolve the uncertainty. Which ... is a really weird thing to even point out or make a big deal out of. It has nothing to do with how I handle checks in the game. [/QUOTE]
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At Your 5E Table, How Is It Agreed upon That the PCs Do Stuff Other than Attack?
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