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Inspiration From Nat 20 Will Bog Down The Game
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<blockquote data-quote="NotAYakk" data-source="post: 8744925" data-attributes="member: 72555"><p>The DM determines when a check is warranted.</p><p></p><p>They listen at the door. Ok; you hear nothing. Or maybe you hear orcs. Whatever. They identify a religious symbol. Seems legit, it is X.</p><p></p><p>Neither of these really need a roll.</p><p></p><p>Basically, it means that the DM should only call for a roll <strong>when there are stakes</strong> worth at least a 5% inspiration. A lot more "DM just gives the players the information they ask for" and less "roll and see if you are holding the idiot ball" would be great for most D&D tables.</p><p></p><p>If the players ask for their PC to do or know something, and it is plausible, just say yes.</p><p></p><p>If the players ask for their PC to do or know something and it isn't plausible, <em>think up a risk what a failure would mean</em>, then get them to roll the dice.</p><p></p><p>Everything can have a risk. Listen at the door and fail, and you are convinced the other side is safe, or make a noise when you listen. Identity a religious symbol and fail, and get the wrong religion with completely incorrect associations that will cause problems later.</p><p></p><p>As a DM, before calling for a d20 Test, make sure the test matters.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8744925, member: 72555"] The DM determines when a check is warranted. They listen at the door. Ok; you hear nothing. Or maybe you hear orcs. Whatever. They identify a religious symbol. Seems legit, it is X. Neither of these really need a roll. Basically, it means that the DM should only call for a roll [B]when there are stakes[/B] worth at least a 5% inspiration. A lot more "DM just gives the players the information they ask for" and less "roll and see if you are holding the idiot ball" would be great for most D&D tables. If the players ask for their PC to do or know something, and it is plausible, just say yes. If the players ask for their PC to do or know something and it isn't plausible, [I]think up a risk what a failure would mean[/I], then get them to roll the dice. Everything can have a risk. Listen at the door and fail, and you are convinced the other side is safe, or make a noise when you listen. Identity a religious symbol and fail, and get the wrong religion with completely incorrect associations that will cause problems later. As a DM, before calling for a d20 Test, make sure the test matters. [/QUOTE]
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