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How would you change skills in 5.5e
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<blockquote data-quote="Yaarel" data-source="post: 9027295" data-attributes="member: 58172"><p>It is easy to avoid a binary pass/fail ability check by prioritizing narrative.</p><p></p><p>A DM can require players to interact with any scene narratively. If what the players say sounds plausible then it is an autosuccess. Only if the outcome is uncertain, does the DM ask for an ability check.</p><p></p><p>In other words, the players arent rolling if their d20 ability check succeeds − they are rolling to see if their idea works.</p><p></p><p>For example. The DM can <em>forbid</em> players from saying game-mechanics like, "I roll Persuasion on the guard."</p><p></p><p>Instead, the players take on the perspectives of the heroes in the story. They need to come up with an idea that the guard might find persuasive. Perhaps, the guard has been dating someone, there is an anniversary coming up, and the guard has no idea what to celebrate it. The heroes might suggest getting invitations to an orchestra thru connections that they have with the mayor. Then, the DM determines if the guard thinks the date would like going to an orchestra for the anniversary, and then asks for a Charisma check to see if they can get the guard to accept the invitation as a "bribe", to let the players thru without a hassle. They might need to actually get the written invitations with the names of the guard and date from the staff of the mayor, before the guard accepts.</p><p></p><p>And so on.</p><p></p><p>This doesnt even need to be planned ahead of time. The DM will probably have some idea in mind, but the players might come up with an idea that surprises the DM, so the DM adjudicates the idea on the fly.</p><p></p><p>Simply paying attention to the story − and requiring all interactions to be narrative, only, turns everything into a nonbinary complex fluid skill challenge.</p><p></p><p>And the game becomes more immersive too.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9027295, member: 58172"] It is easy to avoid a binary pass/fail ability check by prioritizing narrative. A DM can require players to interact with any scene narratively. If what the players say sounds plausible then it is an autosuccess. Only if the outcome is uncertain, does the DM ask for an ability check. In other words, the players arent rolling if their d20 ability check succeeds − they are rolling to see if their idea works. For example. The DM can [I]forbid[/I] players from saying game-mechanics like, "I roll Persuasion on the guard." Instead, the players take on the perspectives of the heroes in the story. They need to come up with an idea that the guard might find persuasive. Perhaps, the guard has been dating someone, there is an anniversary coming up, and the guard has no idea what to celebrate it. The heroes might suggest getting invitations to an orchestra thru connections that they have with the mayor. Then, the DM determines if the guard thinks the date would like going to an orchestra for the anniversary, and then asks for a Charisma check to see if they can get the guard to accept the invitation as a "bribe", to let the players thru without a hassle. They might need to actually get the written invitations with the names of the guard and date from the staff of the mayor, before the guard accepts. And so on. This doesnt even need to be planned ahead of time. The DM will probably have some idea in mind, but the players might come up with an idea that surprises the DM, so the DM adjudicates the idea on the fly. Simply paying attention to the story − and requiring all interactions to be narrative, only, turns everything into a nonbinary complex fluid skill challenge. And the game becomes more immersive too. [/QUOTE]
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