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<blockquote data-quote="grendel111111" data-source="post: 6786098" data-attributes="member: 6803870"><p>Why not just roll for the thing that is in question? As DM you have decided that the characters <u>must</u> get to the top of the mountain/ basket ball game/ get through the door.</p><p></p><p>Top of the mountain. - if you fail a climbing check you get to the top but drop an item on the way......vs......It takes a while to get to the top but you struggle through and finally reach the top, However there is a chance you dropped an item out of your pack on the way (make a not losing stuff/ Did I pack real good?) roll. Cedric you are OCD so you have advantage on the Int (survival) roll, as you would have packed real good.</p><p></p><p>Rolling for picking a lock; it's an old lock but very pickable, you will pick it if you have the tools and time, so you are really rolling to see how long it will take (and thus how many wandering monster rolls will be made, or how quietly you manage to open it if this is the goal you stated (open it quietly) or stealth at disadvantage if they didn't specify being quite or they were in a hurry. We know you will pick the lock so either roll lock picking to determine how much time it takes (degrees of success) or roll stealth to see if you can do it without drawing attention. Rolling lock picking to see if a trap will suddenly appear in the lock doesn't make so much sense</p><p></p><p> You can then take factors that would really affect what you are rolling for into account. Instead of your proficiency in climbing determining how well you packed your bags in the morning, it's your survival (packing skills) that are in question.</p><p></p><p>But what it really come down to is where are you placing the focus of the game (more narrative, more simulation, clear goal, wandering dungeon bashes, cause and effect rolls vs, more story driven interpretations of rolls). The key thing being of cause that different styles use different tools and none are really right or wrong.</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6786098, member: 6803870"] Why not just roll for the thing that is in question? As DM you have decided that the characters [U]must[/U] get to the top of the mountain/ basket ball game/ get through the door. Top of the mountain. - if you fail a climbing check you get to the top but drop an item on the way......vs......It takes a while to get to the top but you struggle through and finally reach the top, However there is a chance you dropped an item out of your pack on the way (make a not losing stuff/ Did I pack real good?) roll. Cedric you are OCD so you have advantage on the Int (survival) roll, as you would have packed real good. Rolling for picking a lock; it's an old lock but very pickable, you will pick it if you have the tools and time, so you are really rolling to see how long it will take (and thus how many wandering monster rolls will be made, or how quietly you manage to open it if this is the goal you stated (open it quietly) or stealth at disadvantage if they didn't specify being quite or they were in a hurry. We know you will pick the lock so either roll lock picking to determine how much time it takes (degrees of success) or roll stealth to see if you can do it without drawing attention. Rolling lock picking to see if a trap will suddenly appear in the lock doesn't make so much sense You can then take factors that would really affect what you are rolling for into account. Instead of your proficiency in climbing determining how well you packed your bags in the morning, it's your survival (packing skills) that are in question. But what it really come down to is where are you placing the focus of the game (more narrative, more simulation, clear goal, wandering dungeon bashes, cause and effect rolls vs, more story driven interpretations of rolls). The key thing being of cause that different styles use different tools and none are really right or wrong. [/QUOTE]
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