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Community
General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8091115" data-attributes="member: 7025508"><p>The situation may be important, doesn't mean that description of every detail is. Do you know how amateur writers sometimes write text where every bloody sentence is overtly complicated flowery prose overflowing with abundance of adjectives, because they mistakenly think that many words and complicated sentences make the writing good? Whereas professionals control the flow of their text by varying the sentence structure, using more verbose descriptions when needed and more snappy and succinct ones where they will better serve their purpose. It can be like that.</p><p></p><p><em>GM describes a weird animal.</em> </p><p>Player: "What the hell was that? Can I roll nature or something?"</p><p></p><p>Yeah, perhaps this would be good opportunity for the player to reminiscent about their backstory about living with the tribe of wild elves and learning about the wonders of the natural world. And if they do that, nice, we might tie this to that. But if they don't and say what I described above, that's cool too. They have proficiency in the nature skill, which means that they know stuff about animals. Let the dice decide whether this is one of the animals they know stuff about and move on with the story. </p><p></p><p>I fully get that it would be super bland that just asking for skill rolls was how it was always done, but this of course is not how it works. </p><p></p><p>Similar situation than the plot getting stuck because the player fails a critical roll can easily simply result from the players failing to think the 'correct' thing to do. Same with characters succeeding beyond expectations and 'ruining' the plot. These usually stem from the GM being overly committed to the one specific direction the story 'should' take and unwillingness to alter the premade plans. Common GMing problems, but ultimately rather easy to avoid.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8091115, member: 7025508"] The situation may be important, doesn't mean that description of every detail is. Do you know how amateur writers sometimes write text where every bloody sentence is overtly complicated flowery prose overflowing with abundance of adjectives, because they mistakenly think that many words and complicated sentences make the writing good? Whereas professionals control the flow of their text by varying the sentence structure, using more verbose descriptions when needed and more snappy and succinct ones where they will better serve their purpose. It can be like that. [I]GM describes a weird animal.[/I] Player: "What the hell was that? Can I roll nature or something?" Yeah, perhaps this would be good opportunity for the player to reminiscent about their backstory about living with the tribe of wild elves and learning about the wonders of the natural world. And if they do that, nice, we might tie this to that. But if they don't and say what I described above, that's cool too. They have proficiency in the nature skill, which means that they know stuff about animals. Let the dice decide whether this is one of the animals they know stuff about and move on with the story. I fully get that it would be super bland that just asking for skill rolls was how it was always done, but this of course is not how it works. Similar situation than the plot getting stuck because the player fails a critical roll can easily simply result from the players failing to think the 'correct' thing to do. Same with characters succeeding beyond expectations and 'ruining' the plot. These usually stem from the GM being overly committed to the one specific direction the story 'should' take and unwillingness to alter the premade plans. Common GMing problems, but ultimately rather easy to avoid. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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