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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="iserith" data-source="post: 6841914" data-attributes="member: 97077"><p>I disagree and it's the trade-off (time for a chance at discerning the truth) during the game that makes this a meaningful choice for the player. A player is free to roleplay his or her character as incredulous as he or she wants, but if he or she wants to have a chance to accurately confirm his or her suspicions, I'm going to demand time as a cost.</p><p></p><p>I think I'm detecting a trend here, too. It seems that time-as-a-resource is not a strong consideration in some campaigns given the pushback on time constraints and the like. Suggesting that certain tasks take time as well is getting similar pushback.</p><p></p><p></p><p></p><p>Meaningful decisions in the context I am using it means making decisions during the game that impacts play. As I see it, you have to decide to keep alert for danger or do something else that may distract from that. You can't do both (unless you're a ranger in favored terrain). If you want to suss out a creature's true intentions, it's going to take you time to have a shot at success. Sometimes the situation makes that choice very dramatic.</p><p></p><p>The only trade-off your ruling produces is how to build the character and in your game there is only one good choice - pump Perception and Insight. My ruling deals with both the way you build your character and the decisions you make during play.</p></blockquote><p></p>
[QUOTE="iserith, post: 6841914, member: 97077"] I disagree and it's the trade-off (time for a chance at discerning the truth) during the game that makes this a meaningful choice for the player. A player is free to roleplay his or her character as incredulous as he or she wants, but if he or she wants to have a chance to accurately confirm his or her suspicions, I'm going to demand time as a cost. I think I'm detecting a trend here, too. It seems that time-as-a-resource is not a strong consideration in some campaigns given the pushback on time constraints and the like. Suggesting that certain tasks take time as well is getting similar pushback. Meaningful decisions in the context I am using it means making decisions during the game that impacts play. As I see it, you have to decide to keep alert for danger or do something else that may distract from that. You can't do both (unless you're a ranger in favored terrain). If you want to suss out a creature's true intentions, it's going to take you time to have a shot at success. Sometimes the situation makes that choice very dramatic. The only trade-off your ruling produces is how to build the character and in your game there is only one good choice - pump Perception and Insight. My ruling deals with both the way you build your character and the decisions you make during play. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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