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"I make a perception check."
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<blockquote data-quote="Charlaquin" data-source="post: 8725306" data-attributes="member: 6779196"><p>Ok, so you don’t like the way I interpret the rules for perception. Cool. Glad we spent a dozen posts getting that figured out.</p><p></p><p>At this point, all I can figure is that you’re using a definition of “important” that is alien to me. Sorry I can’t help you understand.</p><p></p><p>Yes, I’m aware. I believe the intent of the passive check mechanics is for them to apply when a character is looking/listening not just seeing/hearing. That’s why you can’t use them while engaged in another task.</p><p></p><p>Yes, things are going on in the locations. Which of those things will end up mattering to the story we create together by playing the game, and which won’t? I don’t know, and can’t know until we actually play.</p><p></p><p>No, I do not generate treasure randomly when the players find it, with the exception of pocket change carried by humanoid enemies. Yes, I do come up with information connecting the stuff I generate or place to the locations they’re in. Since I can’t seem to understand what you mean when you say “important,” I can’t tell you if any of that information is what you would consider “important” or not. I can tell you that I have no idea what if any of that information the players will learn, or how they will use it, or if it will end up impacting the story we create together in any meaningful way.</p><p></p><p>Seems like a clever plan.</p><p></p><p>I have not ignored their intent at all. They wanted to find out if there was a trap, and arguably they will. Since the trap is set off by standing in the center of the room, standing in the center of the room will result in the trap being set off. I don’t understand how this statement can be disputed, it is tautological.</p><p></p><p>Again, I didn’t ignore that intent at all. I understand they intend to find out if there’s traps; their approach to achieving that intent happens to be one that will inevitably result in the trap being set off. I don’t see any other way that action could be resolved.</p><p></p><p>Well, it’s a choice to keep watch for danger while traveling or exploring, instead of, say, navigating, making a map, looking for secret doors, etc.</p><p></p><p>Again, arguably they have been quite successful at finding out if there’s a trap. But, yeah, sometimes you make a decision and that decision has an outcome that is negative for your character. It is important to me that those negative outcomes be a result of your decisions, not random chance. Accordingly, I endeavor to give the players the tools they need to make informed decisions, and I expect them to give me the tools I need to determine the outcomes of those decisions.</p><p></p><p>K</p><p></p><p>I <em>don’t</em> want to assume an approach that would cause them to fail. Nor do I want to assume an approach that could not fail. I don’t want to assume an approach <em>at all</em>. That’s why I expect them to tell me their approach.</p><p></p><p>Depends where and how you search. I need a clear and reasonably specific declaration of goal and approach to determine that. “Search the whole room” is not reasonably specific in my opinion because there’s practically infinite ways that could be done. I need something specific enough that if we both play it out like little movies in our heads, those movies would look pretty similar. Otherwise, we are likely to have misunderstandings as we imagine entirely different narratives.</p><p></p><p>Cool. You do you.</p><p></p><p><img class="smilie smilie--emoji" alt="🤷♀️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2640.png" title="Woman shrugging :woman_shrugging:" data-shortname=":woman_shrugging:" loading="lazy" width="64" height="64" /> When I play as a player, I often succeed without a roll by describing actions that eliminate either any reasonable chance of failure, any potential consequences for failure, or both. In my experience, it’s not that hard to do.</p><p></p><p>Alright. We have different experiences and different preferences with regards to pre-written backstories vs. ones that are backfilled over the course of play. </p><p></p><p>I just fundamentally disagree. There’s no great skill involved in deciding whether to hide under the ogre’s table or in the pantry; that’s something I think everyone who has played hide and seek as a child has probably picked up. The +17 becomes relevant when and if a stealth check becomes necessary.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8725306, member: 6779196"] Ok, so you don’t like the way I interpret the rules for perception. Cool. Glad we spent a dozen posts getting that figured out. At this point, all I can figure is that you’re using a definition of “important” that is alien to me. Sorry I can’t help you understand. Yes, I’m aware. I believe the intent of the passive check mechanics is for them to apply when a character is looking/listening not just seeing/hearing. That’s why you can’t use them while engaged in another task. Yes, things are going on in the locations. Which of those things will end up mattering to the story we create together by playing the game, and which won’t? I don’t know, and can’t know until we actually play. No, I do not generate treasure randomly when the players find it, with the exception of pocket change carried by humanoid enemies. Yes, I do come up with information connecting the stuff I generate or place to the locations they’re in. Since I can’t seem to understand what you mean when you say “important,” I can’t tell you if any of that information is what you would consider “important” or not. I can tell you that I have no idea what if any of that information the players will learn, or how they will use it, or if it will end up impacting the story we create together in any meaningful way. Seems like a clever plan. I have not ignored their intent at all. They wanted to find out if there was a trap, and arguably they will. Since the trap is set off by standing in the center of the room, standing in the center of the room will result in the trap being set off. I don’t understand how this statement can be disputed, it is tautological. Again, I didn’t ignore that intent at all. I understand they intend to find out if there’s traps; their approach to achieving that intent happens to be one that will inevitably result in the trap being set off. I don’t see any other way that action could be resolved. Well, it’s a choice to keep watch for danger while traveling or exploring, instead of, say, navigating, making a map, looking for secret doors, etc. Again, arguably they have been quite successful at finding out if there’s a trap. But, yeah, sometimes you make a decision and that decision has an outcome that is negative for your character. It is important to me that those negative outcomes be a result of your decisions, not random chance. Accordingly, I endeavor to give the players the tools they need to make informed decisions, and I expect them to give me the tools I need to determine the outcomes of those decisions. K I [I]don’t[/I] want to assume an approach that would cause them to fail. Nor do I want to assume an approach that could not fail. I don’t want to assume an approach [I]at all[/I]. That’s why I expect them to tell me their approach. Depends where and how you search. I need a clear and reasonably specific declaration of goal and approach to determine that. “Search the whole room” is not reasonably specific in my opinion because there’s practically infinite ways that could be done. I need something specific enough that if we both play it out like little movies in our heads, those movies would look pretty similar. Otherwise, we are likely to have misunderstandings as we imagine entirely different narratives. Cool. You do you. 🤷♀️ When I play as a player, I often succeed without a roll by describing actions that eliminate either any reasonable chance of failure, any potential consequences for failure, or both. In my experience, it’s not that hard to do. Alright. We have different experiences and different preferences with regards to pre-written backstories vs. ones that are backfilled over the course of play. I just fundamentally disagree. There’s no great skill involved in deciding whether to hide under the ogre’s table or in the pantry; that’s something I think everyone who has played hide and seek as a child has probably picked up. The +17 becomes relevant when and if a stealth check becomes necessary. [/QUOTE]
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