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<blockquote data-quote="Janx" data-source="post: 5651909" data-attributes="member: 8835"><p>I do a similar practice. I roll (or even pre-roll) search and trap checks automatically as an assumption of player/PC desire to find these things if they can, so we can save time and skip continuous ongoing "I check for X" statements.</p><p></p><p>To do otherwise tends to make players have to be more paranoid, and leads to a screwya mentality.</p><p></p><p>By making these rolls ahead of time, it also helps me to better describe what happens by knowing what the PC knows BEFORE the important revelation is needed. If you fail the trap check, I can describe how you trigger it, because you didn't see it. If you succeed, I can describe how you discover it (possibly just before triggering it). it just makes things smoother.</p><p></p><p>Considering the decision is made in the PCs favor, he really needs to chill out.</p><p></p><p>I would however, make sure that policy is in your house rules document on GMing procedure. I find documenting this kind of stuff as a matter of good practice.</p><p></p><p>Also make sure you have Rule 0: the GM reserves the right to deviate from or adjust the rules as situations call for in order to expedite playing of the game.</p><p></p><p>I also have a rule about AoO, namely that the GM shall assume the most safest path for the PC using their declared/available movement rate, rather than nailing them on AoO because of a poorly declared path.</p><p></p><p>This minimized pixel bitching and worrying about the GM pulling a "gotcha" because the player didn't choose the best path available to them.</p><p></p><p>I also insist the GM has the right to make all rolls where failure does NOT </p><p>reveal itself to the player. This fits the situation for the OP. If the PC does not recognize the accent as the one he's looking for, that's the same information he has if he successfully rolls on the Wrong Suspect. The answer is still, "you don't think this accent is the one you are looking for"</p><p></p><p>if the player argues that he would know if he failed in this case, refer to rule 0</p><p></p><p>A house rules document need not be miles long and full of changes to the actual game rules. Mine is short, and the first section of it covers my procedural policies like this kind of stuff.</p><p></p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Janx, post: 5651909, member: 8835"] I do a similar practice. I roll (or even pre-roll) search and trap checks automatically as an assumption of player/PC desire to find these things if they can, so we can save time and skip continuous ongoing "I check for X" statements. To do otherwise tends to make players have to be more paranoid, and leads to a screwya mentality. By making these rolls ahead of time, it also helps me to better describe what happens by knowing what the PC knows BEFORE the important revelation is needed. If you fail the trap check, I can describe how you trigger it, because you didn't see it. If you succeed, I can describe how you discover it (possibly just before triggering it). it just makes things smoother. Considering the decision is made in the PCs favor, he really needs to chill out. I would however, make sure that policy is in your house rules document on GMing procedure. I find documenting this kind of stuff as a matter of good practice. Also make sure you have Rule 0: the GM reserves the right to deviate from or adjust the rules as situations call for in order to expedite playing of the game. I also have a rule about AoO, namely that the GM shall assume the most safest path for the PC using their declared/available movement rate, rather than nailing them on AoO because of a poorly declared path. This minimized pixel bitching and worrying about the GM pulling a "gotcha" because the player didn't choose the best path available to them. I also insist the GM has the right to make all rolls where failure does NOT reveal itself to the player. This fits the situation for the OP. If the PC does not recognize the accent as the one he's looking for, that's the same information he has if he successfully rolls on the Wrong Suspect. The answer is still, "you don't think this accent is the one you are looking for" if the player argues that he would know if he failed in this case, refer to rule 0 A house rules document need not be miles long and full of changes to the actual game rules. Mine is short, and the first section of it covers my procedural policies like this kind of stuff. . [/QUOTE]
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