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Climbing a tower rules 5e
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<blockquote data-quote="Charlaquin" data-source="post: 8200630" data-attributes="member: 6779196"><p>You can, if that works for you. For me, the feeling of agency takes a much higher priority than the illusion of tension, so I always prefer to tell the player the DC. I don’t always tell them the consequences of failure though. I try to, whenever it’s something the character could reasonably intuit, and when it’s not I still at least tell them as much as I think they <em>could</em> surmise.</p><p></p><p></p><p>If she isn’t capable of succeeding, I wouldn’t ask for a check, personally. I’d tell the player their character can tell it’s beyond their skill. If it is possible for them to succeed, I would much rather tell them the DC and the time an attempt will take, so they can weigh the cost of failing against the benefit of success and the odds of each. The tension comes from the scenario itself, not from lack of knowledge.</p><p></p><p>Sure. I know that players are likely to feel more ownership over the outcomes of their actions - positive or negative - when they know the odds and the stakes, and that’s something I want them to feel, pretty much at all times. If there are times where you would prioritize the feeling of not knowing what will happen next over the feeling that you are in control of your own fate, more power to you. That’s just not how I like to run D&D.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8200630, member: 6779196"] You can, if that works for you. For me, the feeling of agency takes a much higher priority than the illusion of tension, so I always prefer to tell the player the DC. I don’t always tell them the consequences of failure though. I try to, whenever it’s something the character could reasonably intuit, and when it’s not I still at least tell them as much as I think they [I]could[/I] surmise. If she isn’t capable of succeeding, I wouldn’t ask for a check, personally. I’d tell the player their character can tell it’s beyond their skill. If it is possible for them to succeed, I would much rather tell them the DC and the time an attempt will take, so they can weigh the cost of failing against the benefit of success and the odds of each. The tension comes from the scenario itself, not from lack of knowledge. Sure. I know that players are likely to feel more ownership over the outcomes of their actions - positive or negative - when they know the odds and the stakes, and that’s something I want them to feel, pretty much at all times. If there are times where you would prioritize the feeling of not knowing what will happen next over the feeling that you are in control of your own fate, more power to you. That’s just not how I like to run D&D. [/QUOTE]
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