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"I make a perception check."
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8723809" data-attributes="member: 42856"><p>Immersion is something that's probably based on the group's collective feeling. At my table, we avoid a lot of these problems by narrating after the roll. It will certainly feel extremely gamey to you, but it works for us: using the diplomacy example, rolling a 34 will let the character talk past the guard, and then the player narrates. If the player has the skill to come up with a very good argument on why he should be let inside, it works well, if he doesn't, then the character's natural confidence and charisma complemented the poor argument of "Err... let me pass, morons, don't you know who I am?". If it's 3, then well, it doesn't work and the skilled <em>player</em> can narrate something that won't work, like hesitating, sputtering and contradicting himself slightly to raise suspicion. People good at narrating good use of skills will generally be able to narrate less-than-optimal use of the same skill in my table's experience. Same with Stealth. Everyone roll Stealth, the 34-rolling rogue his expertly hiding under the table, despite lack of tablecloth and the ogre sitting to eat a meal (description is how you make the difference between a cartoony scene and a scene with an awesome thief being supremely stealthy). The 3-rollling barbarians feet will stick out from under the curtain. The best roller had located the ideal place relative to his skill level, the one who failed didn't but in many case where there is no blatant answer to a problem, we use the result of the roll to help narrate the scene. </p><p></p><p>I get that you're helping the player identify the ideal hiding spot but we would find the "where do you hide?" "what my character would deem the best place to hide to be?" "behind the curtain" "ok, then there." to be tedious after a while. </p><p></p><p></p><p>We sometimes have the reverse. The Erol Flynn mention reminds me of a situation where the player said "I have enough movement to walk down the stairs and get to the bad guy and stab him... Is it realistic [we use that word to mean genre-appropriate often] to jump, catch the chandelier and lower right beside him to stab him instead?" Depending on the tone of the campaign it would be "sure" or "you'd need an acrobatic roll, but you'd get advantage on the attack roll" (and the dice result would determine the narration of the effectiveness of catching the chandelier) or maybe "you know that it is taking risk for little gain in the fight, as an experienced fighter. But these exchanges are rare and we find them immersion-breaking.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8723809, member: 42856"] Immersion is something that's probably based on the group's collective feeling. At my table, we avoid a lot of these problems by narrating after the roll. It will certainly feel extremely gamey to you, but it works for us: using the diplomacy example, rolling a 34 will let the character talk past the guard, and then the player narrates. If the player has the skill to come up with a very good argument on why he should be let inside, it works well, if he doesn't, then the character's natural confidence and charisma complemented the poor argument of "Err... let me pass, morons, don't you know who I am?". If it's 3, then well, it doesn't work and the skilled [I]player[/I] can narrate something that won't work, like hesitating, sputtering and contradicting himself slightly to raise suspicion. People good at narrating good use of skills will generally be able to narrate less-than-optimal use of the same skill in my table's experience. Same with Stealth. Everyone roll Stealth, the 34-rolling rogue his expertly hiding under the table, despite lack of tablecloth and the ogre sitting to eat a meal (description is how you make the difference between a cartoony scene and a scene with an awesome thief being supremely stealthy). The 3-rollling barbarians feet will stick out from under the curtain. The best roller had located the ideal place relative to his skill level, the one who failed didn't but in many case where there is no blatant answer to a problem, we use the result of the roll to help narrate the scene. I get that you're helping the player identify the ideal hiding spot but we would find the "where do you hide?" "what my character would deem the best place to hide to be?" "behind the curtain" "ok, then there." to be tedious after a while. We sometimes have the reverse. The Erol Flynn mention reminds me of a situation where the player said "I have enough movement to walk down the stairs and get to the bad guy and stab him... Is it realistic [we use that word to mean genre-appropriate often] to jump, catch the chandelier and lower right beside him to stab him instead?" Depending on the tone of the campaign it would be "sure" or "you'd need an acrobatic roll, but you'd get advantage on the attack roll" (and the dice result would determine the narration of the effectiveness of catching the chandelier) or maybe "you know that it is taking risk for little gain in the fight, as an experienced fighter. But these exchanges are rare and we find them immersion-breaking. [/QUOTE]
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