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"I make a perception check."
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<blockquote data-quote="tetrasodium" data-source="post: 8730093" data-attributes="member: 93670"><p>In an effort to do that I can show <a href="https://www.enworld.org/threads/skilled-play-or-role-play-how-do-you-approach-playing-d-d.677205/post-8155960" target="_blank">an example</a> from a game a couple years ago where my players had to deal with a trapped safe. Although technically it doesn't involve "perception" it dies nicely illustrate how a player needing to make action rather than just skill rolls changes play dramatically</p><p>[spoiler]</p><p>I do [require action], the extra benefit of this kinda thing is thatmost of the group can get involved. I as a gm can describe the big bad's safe as radiating enough magic to make the wizards hair on the neck stand up & be palpably felt at a distance if he moves closer while my notes say "bug nasty safe, let players spend a few min figuring it out" only to result in the wizard/rogue/barbarian/druid interact with a bunch of knowledge checks that are ultimately part of the players dismantling the wards by....</p><ul> <li data-xf-list-type="ul">Disabling a divination ward that checks to make sure the other wards are in tact & triggers the patyload if it notces them being mucked with<ul> <li data-xf-list-type="ul">you aren't sure how well it's gonna work if at all & there's a ton o power in that safe... yea you aren't sure the spell but your syure it's enough to power a disintegration field.</li> </ul></li> <li data-xf-list-type="ul">corrupting the divination check to make the part looking for a specific arcane marked item to accept a different arcane marked item to be present when the safe is opened<ul> <li data-xf-list-type="ul">Your pretty sure it will still go off maybe 50/50</li> </ul></li> <li data-xf-list-type="ul">The druid casts plant growth or something to ground the payload into the foundation of the basement where the safe is with help from the wizard & rogue to make sure that vine grows into the right spot</li> <li data-xf-list-type="ul">everyone runs far away... The barbarian rages, makes a save, & pulls open the door while holding the marked item as directed<ul> <li data-xf-list-type="ul">Boom everyone hears a huge explosion & cloud of dust streaming out of the room</li> <li data-xf-list-type="ul">barbarian sits on pins and needles waiting to hear the outcome while everyone rushes in to help rescue him</li> <li data-xf-list-type="ul">barbarian is a little rattled & gets a description of the explosion with the vine taking the brunt of things but he took... <em>roll dice</em> not too bad damage & is okish</li> </ul></li> </ul><p>The party spent about 15-20 minutes there</p><p>edit: the solution was their own design. My yardstick as a gm was "is this plausible" and "would it prepare for that"</p><p>[/spoiler]</p><p>Because the players were required to decide upon & take actions this trap was able to play out in a pretty cool 15-20 minutes of gameplay involving the whole group really getting involved & working together. Had the group been able to just roll skills I think it would have been a forgettable check or annoying series of checks narrated to a railroaded party dragged through it.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8730093, member: 93670"] In an effort to do that I can show [URL='https://www.enworld.org/threads/skilled-play-or-role-play-how-do-you-approach-playing-d-d.677205/post-8155960']an example[/URL] from a game a couple years ago where my players had to deal with a trapped safe. Although technically it doesn't involve "perception" it dies nicely illustrate how a player needing to make action rather than just skill rolls changes play dramatically [spoiler] I do [require action], the extra benefit of this kinda thing is thatmost of the group can get involved. I as a gm can describe the big bad's safe as radiating enough magic to make the wizards hair on the neck stand up & be palpably felt at a distance if he moves closer while my notes say "bug nasty safe, let players spend a few min figuring it out" only to result in the wizard/rogue/barbarian/druid interact with a bunch of knowledge checks that are ultimately part of the players dismantling the wards by.... [LIST] [*]Disabling a divination ward that checks to make sure the other wards are in tact & triggers the patyload if it notces them being mucked with [LIST] [*]you aren't sure how well it's gonna work if at all & there's a ton o power in that safe... yea you aren't sure the spell but your syure it's enough to power a disintegration field. [/LIST] [*]corrupting the divination check to make the part looking for a specific arcane marked item to accept a different arcane marked item to be present when the safe is opened [LIST] [*]Your pretty sure it will still go off maybe 50/50 [/LIST] [*]The druid casts plant growth or something to ground the payload into the foundation of the basement where the safe is with help from the wizard & rogue to make sure that vine grows into the right spot [*]everyone runs far away... The barbarian rages, makes a save, & pulls open the door while holding the marked item as directed [LIST] [*]Boom everyone hears a huge explosion & cloud of dust streaming out of the room [*]barbarian sits on pins and needles waiting to hear the outcome while everyone rushes in to help rescue him [*]barbarian is a little rattled & gets a description of the explosion with the vine taking the brunt of things but he took... [I]roll dice[/I] not too bad damage & is okish [/LIST] [/LIST] The party spent about 15-20 minutes there edit: the solution was their own design. My yardstick as a gm was "is this plausible" and "would it prepare for that" [/spoiler] Because the players were required to decide upon & take actions this trap was able to play out in a pretty cool 15-20 minutes of gameplay involving the whole group really getting involved & working together. Had the group been able to just roll skills I think it would have been a forgettable check or annoying series of checks narrated to a railroaded party dragged through it. [/QUOTE]
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