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<blockquote data-quote="Ratskinner" data-source="post: 7807190" data-attributes="member: 6688937"><p>Interesting thought, perhaps harkening back to "check for surprise". Some of this conversation has me thinking that a necessary part of making D&D more like PbtA/BitD is changing when we require the roll (and the attendant expectations of how play unfolds). Adopting the "to do a thing, do it" approach. So, you want to sneak up on the guard...you do. The only mechanical question to answer is "do you surprise him? (enough to have advantage or whatever)" You don't roll until it is critical/consequential for some reason. Climb the wall? Sure, no check. Climb the wall in time to meet your contact?...make a check.</p><p></p><p>Of course, the combat system is where it all falls apart. Too many interlocking mechanics to juggle, I would think. Not that you couldn't run combat more this way...but there's a lot of things you'd have to sidestep.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7807190, member: 6688937"] Interesting thought, perhaps harkening back to "check for surprise". Some of this conversation has me thinking that a necessary part of making D&D more like PbtA/BitD is changing when we require the roll (and the attendant expectations of how play unfolds). Adopting the "to do a thing, do it" approach. So, you want to sneak up on the guard...you do. The only mechanical question to answer is "do you surprise him? (enough to have advantage or whatever)" You don't roll until it is critical/consequential for some reason. Climb the wall? Sure, no check. Climb the wall in time to meet your contact?...make a check. Of course, the combat system is where it all falls apart. Too many interlocking mechanics to juggle, I would think. Not that you couldn't run combat more this way...but there's a lot of things you'd have to sidestep. [/QUOTE]
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