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How to skill check (and why 5e got stealth wrong)
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<blockquote data-quote="Fanaelialae" data-source="post: 7798650" data-attributes="member: 53980"><p>While I do think that the approach can oftentimes be useful or even necessary, I also think that sometimes it isn't. Particularly when it involves specialized knowledge that the character would know far better than the player or DM would.</p><p></p><p>For example, picking a lock. Let's assume, for the sake of simplicity, that the character has already determined it isn't trapped. I only have an amateur understanding of lock picking, and even then only for modern locks (as opposed to medieval designs). Most of my players know even less than I do on the subject. But the character with expertise in Thieves Tools is a pro. So no approach is needed. Assuming a basic lock, unlimited time and the right tools, the character just succeeds. If it's a unique lock that the character might not be able to figure out, or I want to see how long it takes to open (because a wandering monster might show up) then we roll for it. An approach might be warranted under special circumstances (the character left his tools at home and needs to improvise) but that's its own thing.</p><p></p><p>Another case (IMO) is a knowledge check. While a player is free to expound on why their character is likely to know something, if we just want to know how much the character knows about the McGuffin of McGuffininess (which the player knows nothing about and therefore has little to no idea how their character might know) I say just let the dice decide. Assuming the character is knowledgeable, if they roll well they know about the item, and if not they have an idea of where they might be able to look for more information.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7798650, member: 53980"] While I do think that the approach can oftentimes be useful or even necessary, I also think that sometimes it isn't. Particularly when it involves specialized knowledge that the character would know far better than the player or DM would. For example, picking a lock. Let's assume, for the sake of simplicity, that the character has already determined it isn't trapped. I only have an amateur understanding of lock picking, and even then only for modern locks (as opposed to medieval designs). Most of my players know even less than I do on the subject. But the character with expertise in Thieves Tools is a pro. So no approach is needed. Assuming a basic lock, unlimited time and the right tools, the character just succeeds. If it's a unique lock that the character might not be able to figure out, or I want to see how long it takes to open (because a wandering monster might show up) then we roll for it. An approach might be warranted under special circumstances (the character left his tools at home and needs to improvise) but that's its own thing. Another case (IMO) is a knowledge check. While a player is free to expound on why their character is likely to know something, if we just want to know how much the character knows about the McGuffin of McGuffininess (which the player knows nothing about and therefore has little to no idea how their character might know) I say just let the dice decide. Assuming the character is knowledgeable, if they roll well they know about the item, and if not they have an idea of where they might be able to look for more information. [/QUOTE]
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