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"I make a perception check."
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<blockquote data-quote="Mannahnin" data-source="post: 8722922" data-attributes="member: 7026594"><p>I've explained exactly why it matters at least three or four times (Charlaquin probably more), and Celebrim did in that very post, and you keep ignoring it.</p><p></p><p>Those four walls could have four (or just one!) complications. The sheer wall might be too sheer and steep and have a too-high DC for the PC to climb it at all (unless he has a grappling hook, say). The ivy-covered wall might have poisonous ivy. The tree with the convenient-looking branch that could be climbed right over the wall might be a carnivorous tree. The fancy wall with all the carved decorations might conceal a trap.</p><p></p><p>You said that if those four walls were presented to the player, you'd assume (absent contrary instruction from the player) that they'd automatically make a check against whichever one was easiest/had the lowest DC. And if they told you they wanted to climb the sheer/steep/hardest-looking wall, you'd stop them and ask why they were making it harder on themselves. </p><p></p><p>This is exactly what Celebrim was talking about with you steering them. Taking away their autonomy. Giving them info implicitly. What if one (just one; doesn't have to be all four) of those hazards/problems were present in one of those walls? The player needs to tell you which wall he's climbing over, so you know whether he's going to interact with the hazard. Your described adjudication of the situation takes that choice out of his hands.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8722922, member: 7026594"] I've explained exactly why it matters at least three or four times (Charlaquin probably more), and Celebrim did in that very post, and you keep ignoring it. Those four walls could have four (or just one!) complications. The sheer wall might be too sheer and steep and have a too-high DC for the PC to climb it at all (unless he has a grappling hook, say). The ivy-covered wall might have poisonous ivy. The tree with the convenient-looking branch that could be climbed right over the wall might be a carnivorous tree. The fancy wall with all the carved decorations might conceal a trap. You said that if those four walls were presented to the player, you'd assume (absent contrary instruction from the player) that they'd automatically make a check against whichever one was easiest/had the lowest DC. And if they told you they wanted to climb the sheer/steep/hardest-looking wall, you'd stop them and ask why they were making it harder on themselves. This is exactly what Celebrim was talking about with you steering them. Taking away their autonomy. Giving them info implicitly. What if one (just one; doesn't have to be all four) of those hazards/problems were present in one of those walls? The player needs to tell you which wall he's climbing over, so you know whether he's going to interact with the hazard. Your described adjudication of the situation takes that choice out of his hands. [/QUOTE]
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