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Do you ever let players stack skills?
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<blockquote data-quote="Rune" data-source="post: 7019578" data-attributes="member: 67"><p>This was my initial thought. Except...</p><p></p><p></p><p></p><p>I don't do knowledge checks at all (except, maybe, sometimes, when the character is under pressure). In my experience, the game is not well served by withholding that kind of information from the players based on the whim of a dice. At best, it messes with the pacing. At worst, it grinds the adventure to a halt. </p><p></p><p>Therefore, if a character could know something relevant, they do. However, I do try to filter the information through the perspective of the individual, so no two characters with the same skills would know exactly the same things. That could be as nebulous as factoring in class, race, and background, but a cleaner way would be to just look at the character's skill set in aggregate. </p><p></p><p></p><p></p><p>I'm really not a fan of requiring multiple rolls to resolve a single action sequence. In practice, that just seems to end up punishing (and, hence, discouraging) the people who like to link stunts together. I <em>want</em> to see the swashbuckler swinging over the heads of the enemies on a chandelier and then tumbling into a combat stance behind them. Or the monk actively dodging attacks by diving under a table, tumbling over to the wall, climbing up the corner, and leaping back over to the tabletop. But with multiple rolls, that's just two (or more) chances to fail for not much tangible gain. Although, I might be okay with it if such an action sequence granted inspiration to an observer. Say, one per ability check after the first.</p></blockquote><p></p>
[QUOTE="Rune, post: 7019578, member: 67"] This was my initial thought. Except... I don't do knowledge checks at all (except, maybe, sometimes, when the character is under pressure). In my experience, the game is not well served by withholding that kind of information from the players based on the whim of a dice. At best, it messes with the pacing. At worst, it grinds the adventure to a halt. Therefore, if a character could know something relevant, they do. However, I do try to filter the information through the perspective of the individual, so no two characters with the same skills would know exactly the same things. That could be as nebulous as factoring in class, race, and background, but a cleaner way would be to just look at the character's skill set in aggregate. I'm really not a fan of requiring multiple rolls to resolve a single action sequence. In practice, that just seems to end up punishing (and, hence, discouraging) the people who like to link stunts together. I [i]want[/i] to see the swashbuckler swinging over the heads of the enemies on a chandelier and then tumbling into a combat stance behind them. Or the monk actively dodging attacks by diving under a table, tumbling over to the wall, climbing up the corner, and leaping back over to the tabletop. But with multiple rolls, that's just two (or more) chances to fail for not much tangible gain. Although, I might be okay with it if such an action sequence granted inspiration to an observer. Say, one per ability check after the first. [/QUOTE]
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Do you ever let players stack skills?
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