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General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Ovinomancer" data-source="post: 8091958" data-attributes="member: 16814"><p>What I said was that I was good at reading people, that I knew my audience really well, and that I would still make mistakes of intention, largely due to information asymmetry. You responded saying that I struggle with things. I mean, I guess if you need to double down to keep the insults alive, you do you.</p><p></p><p></p><p></p><p>Human nature means that having a solution in mind will mean the GM tilts the situation towards that solution. This fundamentally shows in how the GM describes the nature of the challenge -- the part of the game where the GM describes the environment will be configured towards the expected result. You see this all the time in the published adventures, where they list a skill and DC to get information or bypass the challenge. Traps are usually a huge culprit for this, because the mechanism the GM describes is curtailed to a narrow set of solutions.</p><p></p><p>All of your responses here are platitudes. "Do both," with no examples or principles for approach how you would do both. "Sometimes it's obvious," which elides those times when it isn't and it's not recognized. It's just general responses that don't actually detail an approach or how you should choose which to use at which points. And, they are fundamentally different approaches -- you can't just "do both." The principles of how you adjudicate actions differ, the focus of gameplay differs, and the feel of the play is different.</p><p></p><p>What it appears like to me is that you're saying that my approach is just making stuff up when needed or putting spotlight on a PC, and you do that, so you "do both." But, that's not what I'm doing, what I do is structurally different from letting a roll prompt the GM to make up more lore or from going off prep. That's just good GMing with your approach, it's not simulating my approach.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8091958, member: 16814"] What I said was that I was good at reading people, that I knew my audience really well, and that I would still make mistakes of intention, largely due to information asymmetry. You responded saying that I struggle with things. I mean, I guess if you need to double down to keep the insults alive, you do you. Human nature means that having a solution in mind will mean the GM tilts the situation towards that solution. This fundamentally shows in how the GM describes the nature of the challenge -- the part of the game where the GM describes the environment will be configured towards the expected result. You see this all the time in the published adventures, where they list a skill and DC to get information or bypass the challenge. Traps are usually a huge culprit for this, because the mechanism the GM describes is curtailed to a narrow set of solutions. All of your responses here are platitudes. "Do both," with no examples or principles for approach how you would do both. "Sometimes it's obvious," which elides those times when it isn't and it's not recognized. It's just general responses that don't actually detail an approach or how you should choose which to use at which points. And, they are fundamentally different approaches -- you can't just "do both." The principles of how you adjudicate actions differ, the focus of gameplay differs, and the feel of the play is different. What it appears like to me is that you're saying that my approach is just making stuff up when needed or putting spotlight on a PC, and you do that, so you "do both." But, that's not what I'm doing, what I do is structurally different from letting a roll prompt the GM to make up more lore or from going off prep. That's just good GMing with your approach, it's not simulating my approach. [/QUOTE]
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Community
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How can you add more depth and complexity to skill checks?
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