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<blockquote data-quote="JimLotFP" data-source="post: 4561377" data-attributes="member: 44294"><p>It's bad adventure design to hinge an entire adventure on a single die roll (do they find that secret door?), or to have such a choke point that there's nothing else to do if nobody knows how to get past that choke point.</p><p></p><p>Now if the players bring that doom-roll upon themselves ("I brush that moldy yellow stuff off the items and put them into my pack!") it's a different thing there, but in a well-prepared environment, a "We don't know how to go any further," situation is just an obstacle. That's when you can use sages or have other NPCs demand large fees for their knowledge or drop hints about this other location that may be relevant to the situation or place the players can't get past.</p></blockquote><p></p>
[QUOTE="JimLotFP, post: 4561377, member: 44294"] It's bad adventure design to hinge an entire adventure on a single die roll (do they find that secret door?), or to have such a choke point that there's nothing else to do if nobody knows how to get past that choke point. Now if the players bring that doom-roll upon themselves ("I brush that moldy yellow stuff off the items and put them into my pack!") it's a different thing there, but in a well-prepared environment, a "We don't know how to go any further," situation is just an obstacle. That's when you can use sages or have other NPCs demand large fees for their knowledge or drop hints about this other location that may be relevant to the situation or place the players can't get past. [/QUOTE]
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