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Combat is different
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<blockquote data-quote="Evil DM" data-source="post: 4593149" data-attributes="member: 23108"><p>I must somehow chuckle. My first thought was: <em>This point of view depends on your level of detail you play with</em></p><p>My second thought was:</p><p>Maybe you are right and I am turning somehow in a circle (rough german translation <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). If I am used to handle non-combat situations with a single dice roll - I give them as much detail / flavor as one can expect from a single roll.</p><p></p><p>Let me try to explain it like this:</p><p>For the combat I have all the details I need technicaly written on my record sheet. Attack bonus, AC, savings, DR, etc.</p><p>I do not think about them - I just need to use the numbers the way the rules told me.</p><p></p><p>For non-combat situations I have to think about the details on my own. As for the example with the guards I can just roll a bluff / diplomacy check and are done. Technically. As the rules told me.</p><p></p><p>It feels like:</p><p>DM: "So you see a riddle in front of you, which says that..."</p><p>PC rolls: "I got a 27 intelligence check...do I solve it?"</p><p></p><p>But what does that mean in-game? What does my character say by using a skill? Maybe it is not me who talks best to the guards because my fellow is a paladin. Maybe we are in a dwarven city and the guards will be quite satisfied that we killed an elf. </p><p></p><p>But these are issues related to the world.</p><p></p><p>So you could make something like a table with modifiers related to circumstances:</p><p>You are from country X and now in country Y this gives you...</p><p>Your are from race A and talking to race B this gives you...</p><p></p><p>This would be some first step where players have the possibility to choose their actions carefully. To get an advantage right before rolling the dice.</p><p></p><p>But to get back to what you said.</p><p>I think I try something like:</p><p>During combat the rules tell you what to do. For non-combat situations it is more up to the players.</p><p></p><p>Cheers, Evil DM.</p></blockquote><p></p>
[QUOTE="Evil DM, post: 4593149, member: 23108"] I must somehow chuckle. My first thought was: [i]This point of view depends on your level of detail you play with[/i] My second thought was: Maybe you are right and I am turning somehow in a circle (rough german translation ;) ). If I am used to handle non-combat situations with a single dice roll - I give them as much detail / flavor as one can expect from a single roll. Let me try to explain it like this: For the combat I have all the details I need technicaly written on my record sheet. Attack bonus, AC, savings, DR, etc. I do not think about them - I just need to use the numbers the way the rules told me. For non-combat situations I have to think about the details on my own. As for the example with the guards I can just roll a bluff / diplomacy check and are done. Technically. As the rules told me. It feels like: DM: "So you see a riddle in front of you, which says that..." PC rolls: "I got a 27 intelligence check...do I solve it?" But what does that mean in-game? What does my character say by using a skill? Maybe it is not me who talks best to the guards because my fellow is a paladin. Maybe we are in a dwarven city and the guards will be quite satisfied that we killed an elf. But these are issues related to the world. So you could make something like a table with modifiers related to circumstances: You are from country X and now in country Y this gives you... Your are from race A and talking to race B this gives you... This would be some first step where players have the possibility to choose their actions carefully. To get an advantage right before rolling the dice. But to get back to what you said. I think I try something like: During combat the rules tell you what to do. For non-combat situations it is more up to the players. Cheers, Evil DM. [/QUOTE]
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