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General Tabletop Discussion
*TTRPGs General
How to get better at describing actions, not rolls
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<blockquote data-quote="Lanefan" data-source="post: 7045839" data-attributes="member: 29398"><p>Yep - this happens to all of us at some point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Agree.</p><p></p><p>Boxed descriptions are also often bad for assuming approach from one specific direction even though the room might have three ways in; and rarely if ever bother to include a note such as "Description assumes entry from the north; amend to suit if entry is from another direction".</p><p></p><p>Disagree. If a trap is hard or impossible to notice on a first scan then it should no more be described than any other impossible-to-see part of the room such as the contents of a closed drawer in a desk.</p><p></p><p>In other words, if there's a desk in the room with three drawers I'm going to tell 'em they see a desk with three drawers regardless of whether any of the drawers are trapped or not.</p><p></p><p>If the trap was somehow noticeable ahead of time without a specific search (for which there's already mechanics built in to the game), then yes. But if a trap is concealed such that it's only find-able with the specific "find traps" mechanic then the character needs to specifically search for traps (and tell me where they're looking; they're not getting told about the trap in the desk drawer if they're checking the wardrobe) in order to invoke that mechanic, hm?</p><p></p><p>Er...shouldn't they always be cautious? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7045839, member: 29398"] Yep - this happens to all of us at some point. :) Agree. Boxed descriptions are also often bad for assuming approach from one specific direction even though the room might have three ways in; and rarely if ever bother to include a note such as "Description assumes entry from the north; amend to suit if entry is from another direction". Disagree. If a trap is hard or impossible to notice on a first scan then it should no more be described than any other impossible-to-see part of the room such as the contents of a closed drawer in a desk. In other words, if there's a desk in the room with three drawers I'm going to tell 'em they see a desk with three drawers regardless of whether any of the drawers are trapped or not. If the trap was somehow noticeable ahead of time without a specific search (for which there's already mechanics built in to the game), then yes. But if a trap is concealed such that it's only find-able with the specific "find traps" mechanic then the character needs to specifically search for traps (and tell me where they're looking; they're not getting told about the trap in the desk drawer if they're checking the wardrobe) in order to invoke that mechanic, hm? Er...shouldn't they always be cautious? :) Lanefan [/QUOTE]
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