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Climbing a tower rules 5e
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<blockquote data-quote="Swarmkeeper" data-source="post: 8200507" data-attributes="member: 6921763"><p>In your experience, that may be true. However, I've found hiding the mechanics from the players leads to frustration as the pass/fail threshold and the subsequent consequences can seem rather arbitrary in the moment. Players can feel "Gotcha'd" by consequences sprung on them after a roll. That type of "hidden" gameplay can result in overly cautious proceedings where the party "getting things done" grinds to a snail's pace. The game world I've created as a DM is already filled with many mysteries - the details behind why I'm asking them to roll need not be another.</p><p></p><p>My take is that the PCs are competent adventurers who have a general sense of the level of danger and consequences of their actions. Providing the player with a DC and what might happen on a failure generates the appropriate level of tension for the situation at hand. The competent adventurer could analyze the situation and, realizing it is too risky, come up with another strategy. Or, they might brazenly go for it anyway, perhaps earning inspiration by playing up a personality trait or flaw. The key, IME, is to give the players meaningful choices. The tension already exists in the risk laid out before them - and the dice can serve to compound that tension. Dice alone don't do it for our table, though. So, I disagree when you say "It's better that way." Maybe for your table, but certainly not better for others.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8200507, member: 6921763"] In your experience, that may be true. However, I've found hiding the mechanics from the players leads to frustration as the pass/fail threshold and the subsequent consequences can seem rather arbitrary in the moment. Players can feel "Gotcha'd" by consequences sprung on them after a roll. That type of "hidden" gameplay can result in overly cautious proceedings where the party "getting things done" grinds to a snail's pace. The game world I've created as a DM is already filled with many mysteries - the details behind why I'm asking them to roll need not be another. My take is that the PCs are competent adventurers who have a general sense of the level of danger and consequences of their actions. Providing the player with a DC and what might happen on a failure generates the appropriate level of tension for the situation at hand. The competent adventurer could analyze the situation and, realizing it is too risky, come up with another strategy. Or, they might brazenly go for it anyway, perhaps earning inspiration by playing up a personality trait or flaw. The key, IME, is to give the players meaningful choices. The tension already exists in the risk laid out before them - and the dice can serve to compound that tension. Dice alone don't do it for our table, though. So, I disagree when you say "It's better that way." Maybe for your table, but certainly not better for others. [/QUOTE]
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