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Burning Questions: What's the Worst Thing a DM Can Do?
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7758475" data-attributes="member: 6873517"><p>I think this often depends on the table. Folks I've played with for many years will often call for checks where there's something that the player seems to be missing and it is possible the character might know something. I'll also call for checks from out of seeming left field to stimulate the player or push them in a different direction than they're looking. For example:</p><p></p><p>Nattick Nimblefingers' player: "Search for traps." </p><p>DM: "Make a History check." </p><p>Nattick's player: <huh? what's going on?> "OK... uh... D20+1... 13...?" </p><p>DM: "You notice a discharged trap done in the style of the Umpetfrotz Guild. There's some writing on it that you can't read, but you think it's written in Dwarf runes." </p><p>Nattick's player: <to dwarf fighter's player> "Axebeard, get your face out of that mug of ale, stop leaning on your axe, and help me read what this says." </p><p>DM: <to Axbeard's player> "The runes don't seem to say anything in Dwarven you recognize, but you can make a History check with advantage." </p><p>Axbeard's player: <huh? what's going on?> "Why are ye chatterin' at me, gnome, can't ye see I'm drinkin' some strong Dwarven ale?" <rolls> "OK, max(D20,D20)-1... 18!" </p><p>etc. </p><p></p><p>This may not be a skill the player thinks to ask for either or the character is strong in. Again, this is a way to lay out the world, which is indeed the DM's job, but in a way that leaves it contingent based on the character's abilities. It can also be used to push characters out of their comfort zone, which is very helpful.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7758475, member: 6873517"] I think this often depends on the table. Folks I've played with for many years will often call for checks where there's something that the player seems to be missing and it is possible the character might know something. I'll also call for checks from out of seeming left field to stimulate the player or push them in a different direction than they're looking. For example: Nattick Nimblefingers' player: "Search for traps." DM: "Make a History check." Nattick's player: <huh? what's going on?> "OK... uh... D20+1... 13...?" DM: "You notice a discharged trap done in the style of the Umpetfrotz Guild. There's some writing on it that you can't read, but you think it's written in Dwarf runes." Nattick's player: <to dwarf fighter's player> "Axebeard, get your face out of that mug of ale, stop leaning on your axe, and help me read what this says." DM: <to Axbeard's player> "The runes don't seem to say anything in Dwarven you recognize, but you can make a History check with advantage." Axbeard's player: <huh? what's going on?> "Why are ye chatterin' at me, gnome, can't ye see I'm drinkin' some strong Dwarven ale?" <rolls> "OK, max(D20,D20)-1... 18!" etc. This may not be a skill the player thinks to ask for either or the character is strong in. Again, this is a way to lay out the world, which is indeed the DM's job, but in a way that leaves it contingent based on the character's abilities. It can also be used to push characters out of their comfort zone, which is very helpful. [/QUOTE]
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