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Caution in Too Much Fun
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<blockquote data-quote="iserith" data-source="post: 8677187" data-attributes="member: 97077"><p>I see. How long exactly do we want to play this out while the other four people at the table look on and start thumbing through their phones?</p><p></p><p>Consider an alternative structure, building on the details of your example: The shopkeeper states the price of the lightning sword. The character can't afford that so the player describes the character haggling and how, which may even play into the character's personal characteristics and be worth Inspiration. The DM decides this calls for an ability check which the player fails. The shopkeeper says they can't offer the sword at the requested price, but could sell the PC an amulet said to be useful against undead which they can take or leave at a price the PC can afford. The player, knowing that the amulet may be useful on the next adventure, now makes a decision to buy the amulet or pass and save up for the sword then we all move on.</p><p></p><p>Two decisions - one of them quite meaningful in context - and an ability check, possible Inspiration, plus whatever color is established in the interaction. All done in about a minute. I would prefer this a great deal more than the alternative you present.</p></blockquote><p></p>
[QUOTE="iserith, post: 8677187, member: 97077"] I see. How long exactly do we want to play this out while the other four people at the table look on and start thumbing through their phones? Consider an alternative structure, building on the details of your example: The shopkeeper states the price of the lightning sword. The character can't afford that so the player describes the character haggling and how, which may even play into the character's personal characteristics and be worth Inspiration. The DM decides this calls for an ability check which the player fails. The shopkeeper says they can't offer the sword at the requested price, but could sell the PC an amulet said to be useful against undead which they can take or leave at a price the PC can afford. The player, knowing that the amulet may be useful on the next adventure, now makes a decision to buy the amulet or pass and save up for the sword then we all move on. Two decisions - one of them quite meaningful in context - and an ability check, possible Inspiration, plus whatever color is established in the interaction. All done in about a minute. I would prefer this a great deal more than the alternative you present. [/QUOTE]
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