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Community
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="Rya.Reisender" data-source="post: 7498450" data-attributes="member: 6801585"><p>I'll assume here that what the player wants to accomplish is getting across the Old Forest (if I wasn't sure I would always just ask - I'd probably ask them why they said "stay together", I'd ask if they actually walk at some significant distance to each other - for now I assume they don't). Also I assume that there has been some discussion before and the player agreed on this strategy (because I usually don't let a single player declare "we" actions, in fact I'd ask every single player what he's doing while traveling, I'd also ask Strider how he wants to accomplish navigating through the Old Forest).</p><p></p><p>Going by those assumptions, I'd handle it similar to how I handle stealth checks: There's an immediate consequence after the roll.</p><p></p><p>So:</p><p></p><p>Player: "We're heading south-east across the Old Forest. Strider is leading the way to make sure we stay together and don't get lost."</p><p>DM: (decides for DC required to succeed, e.g. 13) Ok Strider, roll survival.</p><p>Strider: 9.</p><p>DM: "You start traveling through the forest with Strider leading the way. He has some trouble finding the right path. You eventually see an opening and head straight to it, but it seems this isn't the end of the forest, but rather a monster lair! You're getting attacked. Roll initiative."</p><p></p><p></p><p>Edit: I might ask you back, why do you think the situation where the players are lost but don't know they are is of any benefit to the adventure here? What would you do? They will certainly notice they aren't out of the forest, even though that's what they wanted to accomplish. Or do you tell them they made it through the forest even though they haven't? Certainly not. What else? Make them stuck inside the forest forever? Or let them roll survival until they succeed?</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7498450, member: 6801585"] I'll assume here that what the player wants to accomplish is getting across the Old Forest (if I wasn't sure I would always just ask - I'd probably ask them why they said "stay together", I'd ask if they actually walk at some significant distance to each other - for now I assume they don't). Also I assume that there has been some discussion before and the player agreed on this strategy (because I usually don't let a single player declare "we" actions, in fact I'd ask every single player what he's doing while traveling, I'd also ask Strider how he wants to accomplish navigating through the Old Forest). Going by those assumptions, I'd handle it similar to how I handle stealth checks: There's an immediate consequence after the roll. So: Player: "We're heading south-east across the Old Forest. Strider is leading the way to make sure we stay together and don't get lost." DM: (decides for DC required to succeed, e.g. 13) Ok Strider, roll survival. Strider: 9. DM: "You start traveling through the forest with Strider leading the way. He has some trouble finding the right path. You eventually see an opening and head straight to it, but it seems this isn't the end of the forest, but rather a monster lair! You're getting attacked. Roll initiative." Edit: I might ask you back, why do you think the situation where the players are lost but don't know they are is of any benefit to the adventure here? What would you do? They will certainly notice they aren't out of the forest, even though that's what they wanted to accomplish. Or do you tell them they made it through the forest even though they haven't? Certainly not. What else? Make them stuck inside the forest forever? Or let them roll survival until they succeed? [/QUOTE]
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Community
General Tabletop Discussion
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Does (or should) the halfling “lucky” ability apply when the DM is making the roll?
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