Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
Community
General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crimson Longinus" data-source="post: 8091961" data-attributes="member: 7025508"><p>I don't see it that way, though the thinking you describe is how some GMs approach it, especially with combat encounters. But I merely see it having prepared certain mechanically somewhat more involved things in advance. Like if there is a situation where combat might ensue, then it probably is the best to have the stats of those creatures at hand instead of scrambling to find (or write!) them when it turns out that the characters decide to solve the issue with swords. Being prepared allows the situation proceed smoothly, the suspenseful and tense escalation of hostility directly leading to the combat without being interrupted by the GM having to sort out the mechanical details. Same with many of the more complex skill usage mechanics being discussed in this thread, having the the framework ready will help. And sure, you cannot be prepared for everything and more importantly you shouldn't be fixated on what you planned having to happen. My favourite moments are when the players resolve a problem in some utterly surprising and unexpected manner. So yeah, again, you can do both, be prepared and be flexible; these things don't need to be enemies.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8091961, member: 7025508"] I don't see it that way, though the thinking you describe is how some GMs approach it, especially with combat encounters. But I merely see it having prepared certain mechanically somewhat more involved things in advance. Like if there is a situation where combat might ensue, then it probably is the best to have the stats of those creatures at hand instead of scrambling to find (or write!) them when it turns out that the characters decide to solve the issue with swords. Being prepared allows the situation proceed smoothly, the suspenseful and tense escalation of hostility directly leading to the combat without being interrupted by the GM having to sort out the mechanical details. Same with many of the more complex skill usage mechanics being discussed in this thread, having the the framework ready will help. And sure, you cannot be prepared for everything and more importantly you shouldn't be fixated on what you planned having to happen. My favourite moments are when the players resolve a problem in some utterly surprising and unexpected manner. So yeah, again, you can do both, be prepared and be flexible; these things don't need to be enemies. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
Top