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General Tabletop Discussion
D&D Older Editions
How do you interpret Yellow Mold spores?
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<blockquote data-quote="Mannahnin" data-source="post: 8169183" data-attributes="member: 7026594"><p>Yup. For these reasons, and to avoid overvaluing ability scores (which I think is contrary to old school play) I'm more likely to have PCs roll a d6 and succeed on a 1 or 2 (like opening doors, or hearing a noise) when I feel the need to ask a player to roll for success at a noncombat task like this.</p><p></p><p>Ability checks have a long history of use too, though. I saw someone recently also suggest another difficulty adjustment mechanic too; if you think the task should be easy or especially difficult, have them roll both a d20 and a d6 for the check. If it's easy, they get to subtract the d6 from their roll. If difficult, add it. Professional knowledge could be considered as a factor in assessing difficulty.</p><p></p><p>I'm less concerned about metagaming in old school play. With players who I know have lots of monster knowledge, I can tweak some challenges to keep them guessing, and leave others as-written to make them feel good about their knowledge. I assume that characters run by experienced players have knowledge from folklore or teachers, though of course specific knowledge of a module I'd like disclosed so I can run something else, change the module up, or give an explanation for why their character has special knowledge.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8169183, member: 7026594"] Yup. For these reasons, and to avoid overvaluing ability scores (which I think is contrary to old school play) I'm more likely to have PCs roll a d6 and succeed on a 1 or 2 (like opening doors, or hearing a noise) when I feel the need to ask a player to roll for success at a noncombat task like this. Ability checks have a long history of use too, though. I saw someone recently also suggest another difficulty adjustment mechanic too; if you think the task should be easy or especially difficult, have them roll both a d20 and a d6 for the check. If it's easy, they get to subtract the d6 from their roll. If difficult, add it. Professional knowledge could be considered as a factor in assessing difficulty. I'm less concerned about metagaming in old school play. With players who I know have lots of monster knowledge, I can tweak some challenges to keep them guessing, and leave others as-written to make them feel good about their knowledge. I assume that characters run by experienced players have knowledge from folklore or teachers, though of course specific knowledge of a module I'd like disclosed so I can run something else, change the module up, or give an explanation for why their character has special knowledge. [/QUOTE]
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How do you interpret Yellow Mold spores?
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