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General Tabletop Discussion
*Dungeons & Dragons
Does (or should) the halfling “lucky” ability apply when the DM is making the roll?
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<blockquote data-quote="Hriston" data-source="post: 7497970" data-attributes="member: 6787503"><p>This excludes the possibility that an unnoticed creature avoids the encounter, which is similar to how your approach to navigation excludes the possibility of being lost without knowing it. I don't really <em>hide </em>the roll when making a DEX (Stealth) check for a monster either, but I also don't announce the roll. I compare the result to the players' passive scores and leave them guessing what the roll was for if there's nothing immediately salient to describe to them. </p><p></p><p></p><p></p><p>I like the players to make their own rolls too. The exception to this is passive checks. Navigation during a journey can be considered a task done repeatedly as well.</p><p></p><p></p><p></p><p>I think we're coming at this from different angles. You seem to be calling for a check to resolve a player's attempt to determine the correct path to take from a number of options presented by the DM, one of which is the correct one or, in the case of <em>following tracks, </em>leads to the creature being tracked. I'd actually treat that as a different activity from navigation, which to me is more abstract and involves guiding the group in a certain direction or through a certain area. I call for a check to determine whether that attempt is successful when that is in doubt, and the level of resolution I prefer to use is on a time-scale of half a day's journey because it dovetails with the timing of random encounter checks I make. If a PC was at a crossroads or something, I would just ask the player to pick a direction rather than making any kind of check. </p><p></p><p></p><p></p><p>The DMG provides such an approach to navigation in which one of the consequences of a failed check is to spend 1d6 hours getting back on track. This is too abstract for my taste. It’s unclear just where the party is for that time, and that’s because it doesn’t matter. They never really leave the path between point A and point B. It just takes them longer to get there.</p><p></p><p>I, on the other hand, prefer to run a game in which it is possible that a lost party never gets back on track because it is truly open ended. “Point B” is wherever you end up.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7497970, member: 6787503"] This excludes the possibility that an unnoticed creature avoids the encounter, which is similar to how your approach to navigation excludes the possibility of being lost without knowing it. I don't really [I]hide [/I]the roll when making a DEX (Stealth) check for a monster either, but I also don't announce the roll. I compare the result to the players' passive scores and leave them guessing what the roll was for if there's nothing immediately salient to describe to them. I like the players to make their own rolls too. The exception to this is passive checks. Navigation during a journey can be considered a task done repeatedly as well. I think we're coming at this from different angles. You seem to be calling for a check to resolve a player's attempt to determine the correct path to take from a number of options presented by the DM, one of which is the correct one or, in the case of [I]following tracks, [/I]leads to the creature being tracked. I'd actually treat that as a different activity from navigation, which to me is more abstract and involves guiding the group in a certain direction or through a certain area. I call for a check to determine whether that attempt is successful when that is in doubt, and the level of resolution I prefer to use is on a time-scale of half a day's journey because it dovetails with the timing of random encounter checks I make. If a PC was at a crossroads or something, I would just ask the player to pick a direction rather than making any kind of check. The DMG provides such an approach to navigation in which one of the consequences of a failed check is to spend 1d6 hours getting back on track. This is too abstract for my taste. It’s unclear just where the party is for that time, and that’s because it doesn’t matter. They never really leave the path between point A and point B. It just takes them longer to get there. I, on the other hand, prefer to run a game in which it is possible that a lost party never gets back on track because it is truly open ended. “Point B” is wherever you end up. [/QUOTE]
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Does (or should) the halfling “lucky” ability apply when the DM is making the roll?
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