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Climb, Jump, Swim...
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<blockquote data-quote="kaomera" data-source="post: 3587861" data-attributes="member: 38357"><p>When I DM they take place in a variety of locations, but mostly ruins and/or cities. I have tried setting up encounters to encourage using these sorts of skills, but often the players will find ways to avoid making checks. Much like Orryn Emrys I prefer not to make them roll really trivial checks (especially when only a natural one would be a failure). I'm also pretty lenient about allowing partial success. I've told the players this (because they really haven't had much in the way of chances to see it in action), and yet they will still go out of their way to avoid such checks and/or use up magic circumventing them. (And sometimes they're just idiots and will refuse to have characters with +17 Jump modifiers make DC20 checks to get out of constant missile fire... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> )</p><p></p><p>As a player I'd say about 80% of all encounters are in dungeons, and most of the rest of play doesn't involve the dice at all (perhaps the odd Bluff or Diplomacy check). At least one group I've played in really did a lot to encourage avoiding Climb and Jump checks, as just about every failed check ended up with a dead PC (and the DM, of course, seemed to enjoy encouraging us to roll for it anyway). In one other (tangential, but related, case) I've played with a DM who expected every character to have 4 ranks in Ride. If you did, then you could do just about anything on a horse, no rolls needed. If not, then the DM would go out of his way to create situations where you would have to get on a horse, and would then promptly have it throw you off.</p><p></p><p>Personally I'm looking for some sort of a middle ground where it's not overly expensive to get good at Climbin', Jumpin', etc., but there will still be characters who are better or worse at it. I also like RFisher's idea about partial successes, I'm just not sure how to write it up as an actual rule.</p></blockquote><p></p>
[QUOTE="kaomera, post: 3587861, member: 38357"] When I DM they take place in a variety of locations, but mostly ruins and/or cities. I have tried setting up encounters to encourage using these sorts of skills, but often the players will find ways to avoid making checks. Much like Orryn Emrys I prefer not to make them roll really trivial checks (especially when only a natural one would be a failure). I'm also pretty lenient about allowing partial success. I've told the players this (because they really haven't had much in the way of chances to see it in action), and yet they will still go out of their way to avoid such checks and/or use up magic circumventing them. (And sometimes they're just idiots and will refuse to have characters with +17 Jump modifiers make DC20 checks to get out of constant missile fire... :uhoh: ) As a player I'd say about 80% of all encounters are in dungeons, and most of the rest of play doesn't involve the dice at all (perhaps the odd Bluff or Diplomacy check). At least one group I've played in really did a lot to encourage avoiding Climb and Jump checks, as just about every failed check ended up with a dead PC (and the DM, of course, seemed to enjoy encouraging us to roll for it anyway). In one other (tangential, but related, case) I've played with a DM who expected every character to have 4 ranks in Ride. If you did, then you could do just about anything on a horse, no rolls needed. If not, then the DM would go out of his way to create situations where you would have to get on a horse, and would then promptly have it throw you off. Personally I'm looking for some sort of a middle ground where it's not overly expensive to get good at Climbin', Jumpin', etc., but there will still be characters who are better or worse at it. I also like RFisher's idea about partial successes, I'm just not sure how to write it up as an actual rule. [/QUOTE]
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