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<blockquote data-quote="Guest 6801328" data-source="post: 7806998"><p>Huh.</p><p></p><p>Let's explore this.</p><p></p><p>First, let's assume one of those things is true, and the others false, but not the "opposite of false." I.e., maybe it's not vulnerable to lightning, but it's not resistant/immune, either. In that case even though they don't know for certain what its weaknesses are, the players (being used to your DMing style) at least have 3 possibilities to test. So they are strictly better off than if they hadn't rolled. </p><p></p><p>So instead let's say that one of those things is the "opposite of true", for example immune to lightning. Again, the players are used to your DMing style so they know one of these things is true, and one or more of the others is the opposite of true. It might tweak how they go about experimenting ("Don't use a high level slot on lightning...try a cantrip or level 1 spell first.") but they have clues to explore. Aren't they <em>still</em> better off than if they hadn't rolled?</p><p></p><p>In both cases, when the player proposes the action and informed there's a roll, there's zero reason to not roll. They're not taking a chance.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7806998"] Huh. Let's explore this. First, let's assume one of those things is true, and the others false, but not the "opposite of false." I.e., maybe it's not vulnerable to lightning, but it's not resistant/immune, either. In that case even though they don't know for certain what its weaknesses are, the players (being used to your DMing style) at least have 3 possibilities to test. So they are strictly better off than if they hadn't rolled. So instead let's say that one of those things is the "opposite of true", for example immune to lightning. Again, the players are used to your DMing style so they know one of these things is true, and one or more of the others is the opposite of true. It might tweak how they go about experimenting ("Don't use a high level slot on lightning...try a cantrip or level 1 spell first.") but they have clues to explore. Aren't they [I]still[/I] better off than if they hadn't rolled? In both cases, when the player proposes the action and informed there's a roll, there's zero reason to not roll. They're not taking a chance. [/QUOTE]
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