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How do you handle this? - DM edition
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<blockquote data-quote="iserith" data-source="post: 7869233" data-attributes="member: 97077"><p>Thanks for clarifying.</p><p></p><p></p><p></p><p>What this tells me is that the author believes that Intelligence (Investigation) is used to resolve tasks with a goal of finding hidden objects rather than Wisdom (Perception), and that for reasons that are not clear in what you posted above, there is an uncertain outcome to the task and there's a meaningful consequence for failure of some kind for that task. Also that Intelligence (Investigation) is used to resolve tasks with a goal of following tracks rather than Wisdom (Survival).</p><p></p><p>I think I prefer the hobgoblin example, if we have to use an example at all.</p><p></p><p></p><p></p><p>It's a common sort of question in my experience with other people's games, but again, it doesn't come up in my games because it would be unnecessary. I already described what caught the characters' eyes when describing the environment. Umbran is correct in saying that the framing you offered is insufficient in my games.</p><p></p><p>Further, "do I know anything?" isn't an action I can adjudicate. If a player asked such a question, I'd ask for him or her to do as I described in my last post - tell me what sort of lore he or she is seeking to recall (and for what purpose) and why he or she might know something about the matter. Then I can decide if there's an ability check. Maybe there is, maybe there isn't.</p><p></p><p>I run and play with a lot of different groups, too, sometimes people I don't know. I have to sometimes teach players to get into the habit of describing what they want to do rather than ask questions. Questions can not only make it more difficult or impossible to properly adjudicate, they are also a way for a player to step outside the game to avoid consequences. Actions can have consequences. Having a Q&A with the DM outside the context of the setting does not. It's a clever little trick.</p><p></p><p></p><p></p><p>"I try to recall if this hobgoblin is a significant figure from history, perhaps a builder of this place, given that I possess great historical knowledge as an archaeologist." </p><p></p><p></p><p></p><p>They discover that through actions which have uncertain outcomes and meaningful consequences for failure that are not well-established in what you posted. We know they must exist because there are apparently checks. We just don't know why.</p><p></p><p></p><p></p><p>I think I split my brain trying to figure out what this means.</p></blockquote><p></p>
[QUOTE="iserith, post: 7869233, member: 97077"] Thanks for clarifying. What this tells me is that the author believes that Intelligence (Investigation) is used to resolve tasks with a goal of finding hidden objects rather than Wisdom (Perception), and that for reasons that are not clear in what you posted above, there is an uncertain outcome to the task and there's a meaningful consequence for failure of some kind for that task. Also that Intelligence (Investigation) is used to resolve tasks with a goal of following tracks rather than Wisdom (Survival). I think I prefer the hobgoblin example, if we have to use an example at all. It's a common sort of question in my experience with other people's games, but again, it doesn't come up in my games because it would be unnecessary. I already described what caught the characters' eyes when describing the environment. Umbran is correct in saying that the framing you offered is insufficient in my games. Further, "do I know anything?" isn't an action I can adjudicate. If a player asked such a question, I'd ask for him or her to do as I described in my last post - tell me what sort of lore he or she is seeking to recall (and for what purpose) and why he or she might know something about the matter. Then I can decide if there's an ability check. Maybe there is, maybe there isn't. I run and play with a lot of different groups, too, sometimes people I don't know. I have to sometimes teach players to get into the habit of describing what they want to do rather than ask questions. Questions can not only make it more difficult or impossible to properly adjudicate, they are also a way for a player to step outside the game to avoid consequences. Actions can have consequences. Having a Q&A with the DM outside the context of the setting does not. It's a clever little trick. "I try to recall if this hobgoblin is a significant figure from history, perhaps a builder of this place, given that I possess great historical knowledge as an archaeologist." They discover that through actions which have uncertain outcomes and meaningful consequences for failure that are not well-established in what you posted. We know they must exist because there are apparently checks. We just don't know why. I think I split my brain trying to figure out what this means. [/QUOTE]
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