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General Tabletop Discussion
*Dungeons & Dragons
"I make a perception check."
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<blockquote data-quote="GMforPowergamers" data-source="post: 8724120" data-attributes="member: 67338"><p>no... I very much not only give auto successes the normal way the book suggests, but I add my own where if you are prof in something (skill/save/attack) and the DC is 11 or less you auto make it no roll (but if for some reason, like wanting to crit, you want to roll you can but you then have to go with the roll).</p><p></p><p>I again match what my players do... both in world/adventure and scene/encounter design. I also let my players choose (most but not all times) what is important and what isn't... as such the story of the game is all of ours to shape.</p><p></p><p>I have almost never told anyone (and the few times I had I doubt anyone would have let them try the crazy idea*) they can not declare there actions in as much or as little detail as they feel comfortable with... and that doesn't just change from player to player but from night to night.</p><p></p><p></p><p> (* first example that comes to mind was back in either 30 or 3.5 when a player got a keen adamantine dagger (Quick inf: stats means ignores object hardness, some damage reduction, and had +1 to hit and damage and doubled odds of a crit) and a game or two in they came to a wall of force... and the player declaierd "since it is keen AND made of the strongest metal I shove it in and cut a hole in the wall of force" I said no... you hit the wall of force with a 'pink' sound)</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 8724120, member: 67338"] no... I very much not only give auto successes the normal way the book suggests, but I add my own where if you are prof in something (skill/save/attack) and the DC is 11 or less you auto make it no roll (but if for some reason, like wanting to crit, you want to roll you can but you then have to go with the roll). I again match what my players do... both in world/adventure and scene/encounter design. I also let my players choose (most but not all times) what is important and what isn't... as such the story of the game is all of ours to shape. I have almost never told anyone (and the few times I had I doubt anyone would have let them try the crazy idea*) they can not declare there actions in as much or as little detail as they feel comfortable with... and that doesn't just change from player to player but from night to night. (* first example that comes to mind was back in either 30 or 3.5 when a player got a keen adamantine dagger (Quick inf: stats means ignores object hardness, some damage reduction, and had +1 to hit and damage and doubled odds of a crit) and a game or two in they came to a wall of force... and the player declaierd "since it is keen AND made of the strongest metal I shove it in and cut a hole in the wall of force" I said no... you hit the wall of force with a 'pink' sound) [/QUOTE]
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"I make a perception check."
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