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<blockquote data-quote="MNblockhead" data-source="post: 7008173" data-attributes="member: 6796661"><p>I don't know if it is and older play style, but I ask my players to explain what they are doing. How are they trying to overcome an issue or find the hidden macguffin. I've read people blaming everything from video games to 4e for the zero-narrative, roll-for-it approach. Seems like an easy "problem" to fix...ask the players to explain what they are doing. </p><p></p><p>The image you shared is similar to how I approach things. As for setting the DC, I have a baseline DC for, say, a lock or hidden door, or some other challenge. But I will adjust it based on how the player explains their approach. How you go about doing something should affect how difficult it is in many/most cases. If you just "call it in" then perhaps it is just a base skill check...but I'm inclined to to increase the DC by a point or two. You obviously are not giving the activity that much attention. It is more likely that you are going to break the lock or miss the hidden door, etc. </p><p></p><p>And sometime the way you explain how you are approaching it is so good that I will descrease the DC, or give you an advantage on a roll. </p><p></p><p>This is my form of "inspiration." Awarding inspiration has never worked well in my game. I forget to give it, players forget they have it. Instead I will award inspiration to be used on the spot when you come up with a great idea. It keeps the game cinematic--you've come up with a heroic or inspired idea, I give you a better chance of making it happen (but still with a chance of failure--the awesome idea that fails can be just as cinematic). </p><p></p><p>Sometime I do allow the players to just make a roll or "take 10" to keep the game moving. </p><p></p><p>When they fail, that can be more of a challenge for DM. </p><p></p><p>It is important to design adventures such that there are alternate avenues of attack. You don't want the entire game to come to a standstill because of a failed skill check.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7008173, member: 6796661"] I don't know if it is and older play style, but I ask my players to explain what they are doing. How are they trying to overcome an issue or find the hidden macguffin. I've read people blaming everything from video games to 4e for the zero-narrative, roll-for-it approach. Seems like an easy "problem" to fix...ask the players to explain what they are doing. The image you shared is similar to how I approach things. As for setting the DC, I have a baseline DC for, say, a lock or hidden door, or some other challenge. But I will adjust it based on how the player explains their approach. How you go about doing something should affect how difficult it is in many/most cases. If you just "call it in" then perhaps it is just a base skill check...but I'm inclined to to increase the DC by a point or two. You obviously are not giving the activity that much attention. It is more likely that you are going to break the lock or miss the hidden door, etc. And sometime the way you explain how you are approaching it is so good that I will descrease the DC, or give you an advantage on a roll. This is my form of "inspiration." Awarding inspiration has never worked well in my game. I forget to give it, players forget they have it. Instead I will award inspiration to be used on the spot when you come up with a great idea. It keeps the game cinematic--you've come up with a heroic or inspired idea, I give you a better chance of making it happen (but still with a chance of failure--the awesome idea that fails can be just as cinematic). Sometime I do allow the players to just make a roll or "take 10" to keep the game moving. When they fail, that can be more of a challenge for DM. It is important to design adventures such that there are alternate avenues of attack. You don't want the entire game to come to a standstill because of a failed skill check. [/QUOTE]
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