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<blockquote data-quote="grendel111111" data-source="post: 6786291" data-attributes="member: 6803870"><p>Really it is a question of where you are setting the stakes. In the climbing example you are setting the stakes as get to the top and have all your gear and ready to get going right away and having no other set backs. Anything less than they you would view as being a failure. And so you group all that under one "heading". Am I correct in this reading of what you are saying?</p><p></p><p>Having set those stakes you decide what failure will look like (in this case they make it but the lose an important item). All this is then put down to a climb roll because that was the "action" that was being taken by the character.</p><p></p><p>For me in the same situation it might well go the same most of the way. I "need" them to get to the top of the mountain and it seems climbing is the only possible way, so they have to succeed at climbing. So what are they risking to make a roll worth taking and not just state that they make it to the top? The thing that is at risk is that they might lose an important item. OK, that works fine. How do I know if they lose an important item during the climb? (For me) This is the point where the applicable skill or ability is determined. What are the stakes (Clearly not the climbing, but rather the not dropping anything) and what skill or abilities best reflect this stake? So I would come up with a skill roll reflective of the actual thing that is going to change between a success or a fail. Did you properly secure everything before setting off seems like it would give a better indication of if you would lose something, rather than a climbing roll (given that the climb part will succeed independent of what he player rolls). So a survival roll (Int or Wis) modified by if the characters had taken time to secure their packs, any character traits that would effect the roll etc. As securing packs and preparedness are all part of survival. </p><p>I think this would give a more accurate skill to consequence connection.</p><p>Why do you feel that a climb check would better reflect if someone drops something or not?</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6786291, member: 6803870"] Really it is a question of where you are setting the stakes. In the climbing example you are setting the stakes as get to the top and have all your gear and ready to get going right away and having no other set backs. Anything less than they you would view as being a failure. And so you group all that under one "heading". Am I correct in this reading of what you are saying? Having set those stakes you decide what failure will look like (in this case they make it but the lose an important item). All this is then put down to a climb roll because that was the "action" that was being taken by the character. For me in the same situation it might well go the same most of the way. I "need" them to get to the top of the mountain and it seems climbing is the only possible way, so they have to succeed at climbing. So what are they risking to make a roll worth taking and not just state that they make it to the top? The thing that is at risk is that they might lose an important item. OK, that works fine. How do I know if they lose an important item during the climb? (For me) This is the point where the applicable skill or ability is determined. What are the stakes (Clearly not the climbing, but rather the not dropping anything) and what skill or abilities best reflect this stake? So I would come up with a skill roll reflective of the actual thing that is going to change between a success or a fail. Did you properly secure everything before setting off seems like it would give a better indication of if you would lose something, rather than a climbing roll (given that the climb part will succeed independent of what he player rolls). So a survival roll (Int or Wis) modified by if the characters had taken time to secure their packs, any character traits that would effect the roll etc. As securing packs and preparedness are all part of survival. I think this would give a more accurate skill to consequence connection. Why do you feel that a climb check would better reflect if someone drops something or not? [/QUOTE]
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