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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8447819" data-attributes="member: 42856"><p>I think it's an approximation, trying to fill the need for something that was not the same as skill challenges. The tool is there for when everyone is trying to do the same thing, like sneaking. Due to the high variability of a D20, if you ask a 6 heroes group to do 6 Stealth checks, one of them might fail everytime. Not very fun. So, they have everyone roll, and if half of the group succeeds, everyone succeeds (basically characters are supposed to cooperate to reach a good enough result).</p><p></p><p>It's less fun to narrate than giving a problem: OK, you defeated the first zombie wave... you've some time before the next one... "we want to repair our airship". OK, you have 10 minutes, you need X successes." Sure, someone might be able to cast Mending 10 times, that's an useful contribution, have 10 successes. But failing that, a character with tool expertise in Weaver's tool (and you're doing enough of those skill checks if players actually consider taking Weaver's tool instead of a skill proficiency at chargen) could sugges that they'll inspect the ballon and patch any fault (OK, reasonable, DC is correct for a success, it takes 3 minutes for each checks)... and if a player really wanted to use Persuasion, no, you can't talk your airship into functioning, sorry, that's a failure (unless it's an elemental airship whose elemental could be talked into exhausting themselves...), but the idea is to let players each suggest what hteir character could contribute to help the repair.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8447819, member: 42856"] I think it's an approximation, trying to fill the need for something that was not the same as skill challenges. The tool is there for when everyone is trying to do the same thing, like sneaking. Due to the high variability of a D20, if you ask a 6 heroes group to do 6 Stealth checks, one of them might fail everytime. Not very fun. So, they have everyone roll, and if half of the group succeeds, everyone succeeds (basically characters are supposed to cooperate to reach a good enough result). It's less fun to narrate than giving a problem: OK, you defeated the first zombie wave... you've some time before the next one... "we want to repair our airship". OK, you have 10 minutes, you need X successes." Sure, someone might be able to cast Mending 10 times, that's an useful contribution, have 10 successes. But failing that, a character with tool expertise in Weaver's tool (and you're doing enough of those skill checks if players actually consider taking Weaver's tool instead of a skill proficiency at chargen) could sugges that they'll inspect the ballon and patch any fault (OK, reasonable, DC is correct for a success, it takes 3 minutes for each checks)... and if a player really wanted to use Persuasion, no, you can't talk your airship into functioning, sorry, that's a failure (unless it's an elemental airship whose elemental could be talked into exhausting themselves...), but the idea is to let players each suggest what hteir character could contribute to help the repair. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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