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<blockquote data-quote="Charlaquin" data-source="post: 7806855" data-attributes="member: 6779196"><p>Ugh. There is <em>so much</em> of the DM telling the players what their characters are doing in that example, that would drive me up the wall as a player.</p><p></p><p></p><p>You know that the sound of flapping wings indicates an incoming attack? That sounds like quite a conclusion to jump to. Or is it that you know that a Perception check means an incoming attack?</p><p></p><p></p><p>Yeah, this is pretty typical of games where checks are made with the specifics of the action left abstract and/or determined retroactively based on the result. I am not a fan of this style of action resolution at all, as it gives the dice too much power and often leads to the DM dictating actions taken by the PCs, which is a big nope for me.</p><p></p><p></p><p>I don’t know what you think it’s “lacking.” Maybe lacking in slapstick antics where the characters fail at tasks that should be trivial for them for silly reasons. If you ask me, the game is <em>much</em> better off for the lack of that. What you describe here seems immeasurably preferable to the initial example to me.</p><p></p><p></p><p>Yeah, this technique where the roll is made to determine the state of things - not “does your character see the gargoyles?” but “can the gargoyles be seen by your character under present circumstances?” is pretty common. I get it, but I’m not a fan.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7806855, member: 6779196"] Ugh. There is [I]so much[/I] of the DM telling the players what their characters are doing in that example, that would drive me up the wall as a player. You know that the sound of flapping wings indicates an incoming attack? That sounds like quite a conclusion to jump to. Or is it that you know that a Perception check means an incoming attack? Yeah, this is pretty typical of games where checks are made with the specifics of the action left abstract and/or determined retroactively based on the result. I am not a fan of this style of action resolution at all, as it gives the dice too much power and often leads to the DM dictating actions taken by the PCs, which is a big nope for me. I don’t know what you think it’s “lacking.” Maybe lacking in slapstick antics where the characters fail at tasks that should be trivial for them for silly reasons. If you ask me, the game is [I]much[/I] better off for the lack of that. What you describe here seems immeasurably preferable to the initial example to me. Yeah, this technique where the roll is made to determine the state of things - not “does your character see the gargoyles?” but “can the gargoyles be seen by your character under present circumstances?” is pretty common. I get it, but I’m not a fan. [/QUOTE]
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