Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
d20 Modern: What Would you change part II
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="buzz" data-source="post: 3685232" data-attributes="member: 6777"><p>Beat me to it! SotC has some of the best GM advice ever written, IMO.</p><p></p><p></p><p>This seems less of a mechanical issue than a scene-framing and intent-setting issue. And, to get back to SotC, one of the best pieces of advice in it is that, for any check, the GM needs to first imagine its success and failure. If either one of those outcomes is uninteresting, then you should not be calling for a check.</p><p></p><p>So, in your example, if failing the Knowledge check to find the vault results in nothing but the adventure coming to a dead stop, then you should not be calling for that check. Totally ruining the adventure is not an interesting outcome.</p><p></p><p>What would be more interesting is if the Knowledge check, assuming it's needed at all, gave a result that affected the overall task in a meaningful way. The simplest example might be that the check determines <em>how long</em> it takes for the PC to determine the location. Or maybe whether they determine that, I dunno, the vault happens to be in a building with long-forgotten coal tunnel access that maybe the enemy doesn't know about.</p><p></p><p>I think the issue is really more about scenario design, and the fact that task resolution in d20 is intent-irrelevant. The best fix, IMO, is to provide solid guidelines about calling for skill checks and designing scenarios, and to add intent and stakes-setting to the mix.</p><p></p><p>Again, back to your example... if that preamble stuff doesn't seem fun to you, <em>don't include it</em>. Start the PCs at the point they begin infiltrating the vault location, and let them use their skills to maybe retroactively determine what advantages/disadvantages they've got going at the outset.</p><p></p><p></p><p>The randomness is dependent on the skill bonus. A PC with +20 vs. an NPC with +1 is going to be no contest. A PC with +10 vs. an NPC with +10 is a toss-up, but that's okay, as they are equal in skill and both rolling that 1d20.</p><p></p><p>I think defaulting the passive skill to rank+10/+20 is stacking the deck too heavily in favor of that passive participant.</p><p></p><p>Anyway, I heartily recommend taking a look at SotC. You can get the rules for free in the SotC SRD: <a href="http://www.faterpg.com/dl/sotc-srd.html" target="_blank">http://www.faterpg.com/dl/sotc-srd.html</a></p></blockquote><p></p>
[QUOTE="buzz, post: 3685232, member: 6777"] Beat me to it! SotC has some of the best GM advice ever written, IMO. This seems less of a mechanical issue than a scene-framing and intent-setting issue. And, to get back to SotC, one of the best pieces of advice in it is that, for any check, the GM needs to first imagine its success and failure. If either one of those outcomes is uninteresting, then you should not be calling for a check. So, in your example, if failing the Knowledge check to find the vault results in nothing but the adventure coming to a dead stop, then you should not be calling for that check. Totally ruining the adventure is not an interesting outcome. What would be more interesting is if the Knowledge check, assuming it's needed at all, gave a result that affected the overall task in a meaningful way. The simplest example might be that the check determines [I]how long[/I] it takes for the PC to determine the location. Or maybe whether they determine that, I dunno, the vault happens to be in a building with long-forgotten coal tunnel access that maybe the enemy doesn't know about. I think the issue is really more about scenario design, and the fact that task resolution in d20 is intent-irrelevant. The best fix, IMO, is to provide solid guidelines about calling for skill checks and designing scenarios, and to add intent and stakes-setting to the mix. Again, back to your example... if that preamble stuff doesn't seem fun to you, [I]don't include it[/I]. Start the PCs at the point they begin infiltrating the vault location, and let them use their skills to maybe retroactively determine what advantages/disadvantages they've got going at the outset. The randomness is dependent on the skill bonus. A PC with +20 vs. an NPC with +1 is going to be no contest. A PC with +10 vs. an NPC with +10 is a toss-up, but that's okay, as they are equal in skill and both rolling that 1d20. I think defaulting the passive skill to rank+10/+20 is stacking the deck too heavily in favor of that passive participant. Anyway, I heartily recommend taking a look at SotC. You can get the rules for free in the SotC SRD: [url]http://www.faterpg.com/dl/sotc-srd.html[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
d20 Modern: What Would you change part II
Top