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*Pathfinder & Starfinder
Help me nail down this 'take 10, take 20' nonsense
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<blockquote data-quote="Li Shenron" data-source="post: 1831584" data-attributes="member: 1465"><p>I don't over-criticise your way <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> because I know of many gamers which don't like having to roll things that they believe should still depend on the player more than the PC.</p><p></p><p>I prefer to keep rolls, otherwise those players which are NOT very good at solving riddle - or roleplaying a diplomacy/bluff/intimidate attempt - and spent points to increase their PC's abilities in these, are going to be sad that they wasted those resources.</p><p></p><p>At the same time I ALWAYS leave players the chane to get circumstance bonuses when they have a good idea - and actually that happen all the time.</p><p></p><p>In the specific case of riddles (although it's quite a long time since the last one...) I always FIRST let the player have fun with the riddle and try to solve it - and if the riddle's very hard, I think it's best to tell the riddle at the end of a session, so that they have days to think about it. Obviously it's much more fun to solve the riddle this way.</p><p>But if the DON'T manage to solve it, I definitely grant their PC an Int check. If this doesn't succeed as well, they can choose to either find another way to continue the adventure, or even to spend more time thinking about the riddle, and maybe they'll get another roll next day (or I could even allow to Take20 in 20 days in this case). You may think this is unfair, because succees is almost guaranteed, but depending on the circumstances it may ot be unfair at all, especially if the only way to go on in the story is to solve the riddle.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1831584, member: 1465"] I don't over-criticise your way :) because I know of many gamers which don't like having to roll things that they believe should still depend on the player more than the PC. I prefer to keep rolls, otherwise those players which are NOT very good at solving riddle - or roleplaying a diplomacy/bluff/intimidate attempt - and spent points to increase their PC's abilities in these, are going to be sad that they wasted those resources. At the same time I ALWAYS leave players the chane to get circumstance bonuses when they have a good idea - and actually that happen all the time. In the specific case of riddles (although it's quite a long time since the last one...) I always FIRST let the player have fun with the riddle and try to solve it - and if the riddle's very hard, I think it's best to tell the riddle at the end of a session, so that they have days to think about it. Obviously it's much more fun to solve the riddle this way. But if the DON'T manage to solve it, I definitely grant their PC an Int check. If this doesn't succeed as well, they can choose to either find another way to continue the adventure, or even to spend more time thinking about the riddle, and maybe they'll get another roll next day (or I could even allow to Take20 in 20 days in this case). You may think this is unfair, because succees is almost guaranteed, but depending on the circumstances it may ot be unfair at all, especially if the only way to go on in the story is to solve the riddle. [/QUOTE]
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Help me nail down this 'take 10, take 20' nonsense
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