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How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Ovinomancer" data-source="post: 8091080" data-attributes="member: 16814"><p>If the situation isn't important, why are you wasting time on it? </p><p></p><p>Secondly, I'm a little leery that there are actually "abundantly clear" moments like are often claimed. This reads like a rhetorical device where you present an argument as a fait accompli without showing how such abundantly clear moments arise and how asking if a skill roll is possible provides benefit over stating an action. For starters, asking for a roll will result in a roll more often than not, even if there's a clear way to do the thing without a roll. Stating an action both centers the player in the fiction with the PC (roleplaying!) and makes it very clear what's going on so the GM can better adjudicate. And, you might get an automatic success, which I don't think I've ever seen asking for a roll (and I played that way for years). Asking for a roll and the GM granting one is also a large part of how GM's find themselves jammed up because the PCs failed on something that was necessary for the GM's prep or doesn't really make sense. Same with succeeding -- there's a current thread about how great rolls lead to short-circuiting the planned adventure (I believe it was Dragon Heist). That never happens to me. Great actions sometimes do, but great rolls? Never.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8091080, member: 16814"] If the situation isn't important, why are you wasting time on it? Secondly, I'm a little leery that there are actually "abundantly clear" moments like are often claimed. This reads like a rhetorical device where you present an argument as a fait accompli without showing how such abundantly clear moments arise and how asking if a skill roll is possible provides benefit over stating an action. For starters, asking for a roll will result in a roll more often than not, even if there's a clear way to do the thing without a roll. Stating an action both centers the player in the fiction with the PC (roleplaying!) and makes it very clear what's going on so the GM can better adjudicate. And, you might get an automatic success, which I don't think I've ever seen asking for a roll (and I played that way for years). Asking for a roll and the GM granting one is also a large part of how GM's find themselves jammed up because the PCs failed on something that was necessary for the GM's prep or doesn't really make sense. Same with succeeding -- there's a current thread about how great rolls lead to short-circuiting the planned adventure (I believe it was Dragon Heist). That never happens to me. Great actions sometimes do, but great rolls? Never. [/QUOTE]
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