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<blockquote data-quote="Oofta" data-source="post: 7808204" data-attributes="member: 6801845"><p>Nice succinct definition. </p><p></p><p>Does it work for contests such as being grappled? Goal: don't be grappled. Hmm. I would just assume that's the goal virtually every time. Approach: oh wait. Here the rules tell me to choose strength (athletics) or dexterity (acrobatics), except we've been told players aren't supposed to use game terms for some reason. </p><p>So knowledge checks. Goal: remember some historical fact that might aid us in achieving our goal. Check. Approach. Umm ... I think about it? What else am I going to do? How do you get specific about a thought process unless you're reminding the DM about some bit of PC background? What's a simple and easy way to tell the DM that I'm proficient in religion but not history?</p><p></p><p>What about traps? Goal: don't set off a trap. Approach: well, one option is to just use passive perception according to the book. Except passive checks seem to be bad as well, although that may be shifting for some people. I can't tell.</p><p></p><p>It works for some things, I just don't see much reason to not allow shortcuts (i.e. "I make a stealth check to get around the guards") when your goal is obvious and the player is just telling the DM how they're achieving the goal.</p><p></p><p>Then we throw in a bunch of other things like Role of the Dice and add in "there must be a cost of failure" other than not making progress which is contradicted by the PHB entry and we're into the thousands of posts on this topic.</p><p></p><p>Because I think much of this discussion is about the Role of the Dice and when to use a narrative approach versus letting the dice determine uncertainty. Which is just discussing two legitimate styles of play on a spectrum of gaming approaches.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7808204, member: 6801845"] Nice succinct definition. Does it work for contests such as being grappled? Goal: don't be grappled. Hmm. I would just assume that's the goal virtually every time. Approach: oh wait. Here the rules tell me to choose strength (athletics) or dexterity (acrobatics), except we've been told players aren't supposed to use game terms for some reason. So knowledge checks. Goal: remember some historical fact that might aid us in achieving our goal. Check. Approach. Umm ... I think about it? What else am I going to do? How do you get specific about a thought process unless you're reminding the DM about some bit of PC background? What's a simple and easy way to tell the DM that I'm proficient in religion but not history? What about traps? Goal: don't set off a trap. Approach: well, one option is to just use passive perception according to the book. Except passive checks seem to be bad as well, although that may be shifting for some people. I can't tell. It works for some things, I just don't see much reason to not allow shortcuts (i.e. "I make a stealth check to get around the guards") when your goal is obvious and the player is just telling the DM how they're achieving the goal. Then we throw in a bunch of other things like Role of the Dice and add in "there must be a cost of failure" other than not making progress which is contradicted by the PHB entry and we're into the thousands of posts on this topic. Because I think much of this discussion is about the Role of the Dice and when to use a narrative approach versus letting the dice determine uncertainty. Which is just discussing two legitimate styles of play on a spectrum of gaming approaches. [/QUOTE]
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