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How to handle checks that just HAVE to succeed?
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<blockquote data-quote="xrpsuzi" data-source="post: 728608" data-attributes="member: 10675"><p><strong>the old fashoin method</strong></p><p></p><p>Well, you could always do what my DM does... fudge rolls. I know that stings at the heart of many players, but any DM will tell you, it has to be done sometimes.</p><p></p><p>The rolls, DC's, skill checks etc are there to help people have fun (ultimately) and if they are not approaching that end, then toss the rolls, DC's, skill checks out the window.</p><p></p><p>I also know that being DM is hard and there is nothing more disheartening then making up this awesome dungeon/plot/NPC/adventure and not having your player do it. Suddenly you have spent a lot of time making something for them to have fun with (hopefully you have fun too <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=":)" />) and they're not going to use it. My DM tried to give our party lots of room and choices (avoiding the bottle-neck problem) but in the end he did a lot of work he didn't need to do. and he had to rewrite the same dungeon three times because we toyed with the idea of storming it three different times (we were different levels each time--new monsters, new treasure, new traps...)</p><p></p><p>Just my food for thought. Good luck!</p><p>Suzi</p></blockquote><p></p>
[QUOTE="xrpsuzi, post: 728608, member: 10675"] [b]the old fashoin method[/b] Well, you could always do what my DM does... fudge rolls. I know that stings at the heart of many players, but any DM will tell you, it has to be done sometimes. The rolls, DC's, skill checks etc are there to help people have fun (ultimately) and if they are not approaching that end, then toss the rolls, DC's, skill checks out the window. I also know that being DM is hard and there is nothing more disheartening then making up this awesome dungeon/plot/NPC/adventure and not having your player do it. Suddenly you have spent a lot of time making something for them to have fun with (hopefully you have fun too :)) and they're not going to use it. My DM tried to give our party lots of room and choices (avoiding the bottle-neck problem) but in the end he did a lot of work he didn't need to do. and he had to rewrite the same dungeon three times because we toyed with the idea of storming it three different times (we were different levels each time--new monsters, new treasure, new traps...) Just my food for thought. Good luck! Suzi [/QUOTE]
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How to handle checks that just HAVE to succeed?
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