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Do you let PC's just *break* objects?
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<blockquote data-quote="Oofta" data-source="post: 9049510" data-attributes="member: 6801845"><p>It's rare that "I smash the vase" doesn't communicate enough information. If it doesn't I'll clarify "You smash the vase with your axe?" or something similar. But it's so rare that it happens. I wouldn't want to force people to give me details for every action, because how will they ever know when enough detail is enough? What if smashing the vase opens a trap door on the left side of the vase? Does the player have to specify where exactly they were standing? Do the players have to specify exactly which weapon they're using? What if the vase is concealing a sphere of annihilation and suddenly they've just destroyed their favorite weapon?</p><p></p><p>Those questions simply don't come up in my game because I have no problem with granting checks if I think the PC might notice that something is off i.e. if they're successful at that free perception check "You glance inside the vase as you approach and notice a dark orb of energy."</p><p></p><p>I also have no issue with letting people know we have to go into detail when it's necessary. Most exploration in my game is handled at a very high level with theater of the mind. Even if you're exploring a house, I'm just going to describe various rooms as they go through them and only get into specific details when necessary. I want to test the overall strategies of the player, I want to test the skills of the PC.</p><p></p><p>NOTE: My examples are a bit extreme. But needing details on how someone smashes a vase is pretty extreme as well.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9049510, member: 6801845"] It's rare that "I smash the vase" doesn't communicate enough information. If it doesn't I'll clarify "You smash the vase with your axe?" or something similar. But it's so rare that it happens. I wouldn't want to force people to give me details for every action, because how will they ever know when enough detail is enough? What if smashing the vase opens a trap door on the left side of the vase? Does the player have to specify where exactly they were standing? Do the players have to specify exactly which weapon they're using? What if the vase is concealing a sphere of annihilation and suddenly they've just destroyed their favorite weapon? Those questions simply don't come up in my game because I have no problem with granting checks if I think the PC might notice that something is off i.e. if they're successful at that free perception check "You glance inside the vase as you approach and notice a dark orb of energy." I also have no issue with letting people know we have to go into detail when it's necessary. Most exploration in my game is handled at a very high level with theater of the mind. Even if you're exploring a house, I'm just going to describe various rooms as they go through them and only get into specific details when necessary. I want to test the overall strategies of the player, I want to test the skills of the PC. NOTE: My examples are a bit extreme. But needing details on how someone smashes a vase is pretty extreme as well. [/QUOTE]
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Do you let PC's just *break* objects?
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