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Burning Questions: What's the Worst Thing a DM Can Do?
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<blockquote data-quote="Lanefan" data-source="post: 7758467" data-attributes="member: 29398"><p>This answer neatly sidesteps all the questions I asked in the post you quoted, so I'll take a different tack and try again...</p><p></p><p>Not entirely. Some of the description is sometimes driven by random chance: that randomness being whether you by accident happen to notice something or not. And because of this there needs to be some means of resolving this random chance, hm? For this, wouldn't pre-emptive perception checks (or system equivalent) fit the bill perfectly?</p><p></p><p>In the example I used - which isn't the best but it'll do for these purposes - the stated action is walking down a familiar hallway that has empty suits of armour standing every 10' along the walls.</p><p></p><p>But that seemingly simple action involves by extension a whole lot of sub-actions that aren't usually referenced during play:</p><p> - that you are looking where you're going so as to avoid crashing into a suit of armour</p><p> - that you are paying general attention to your surroundings</p><p> - that you are not paying specific attention to anything in particular (if you were, it would have been stated as part of your action)</p><p> - that you continue breathing (thus able both to use your sense of smell and to not pass out from lack of oxygen) and hearing (thus able to notice any unusual sounds and-or converse with your comrades)</p><p></p><p>Given this, how are we to mechanically determine whether you notice the newly-missing gauntlets from the third suit of armour on the left, preferably without a) having to constantly reference all the sub-actions and b) provoking metagame concerns?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7758467, member: 29398"] This answer neatly sidesteps all the questions I asked in the post you quoted, so I'll take a different tack and try again... Not entirely. Some of the description is sometimes driven by random chance: that randomness being whether you by accident happen to notice something or not. And because of this there needs to be some means of resolving this random chance, hm? For this, wouldn't pre-emptive perception checks (or system equivalent) fit the bill perfectly? In the example I used - which isn't the best but it'll do for these purposes - the stated action is walking down a familiar hallway that has empty suits of armour standing every 10' along the walls. But that seemingly simple action involves by extension a whole lot of sub-actions that aren't usually referenced during play: - that you are looking where you're going so as to avoid crashing into a suit of armour - that you are paying general attention to your surroundings - that you are not paying specific attention to anything in particular (if you were, it would have been stated as part of your action) - that you continue breathing (thus able both to use your sense of smell and to not pass out from lack of oxygen) and hearing (thus able to notice any unusual sounds and-or converse with your comrades) Given this, how are we to mechanically determine whether you notice the newly-missing gauntlets from the third suit of armour on the left, preferably without a) having to constantly reference all the sub-actions and b) provoking metagame concerns? Lanefan [/QUOTE]
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