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Inspiration From Nat 20 Will Bog Down The Game
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<blockquote data-quote="Stalker0" data-source="post: 8746397" data-attributes="member: 5889"><p>I think this speaks to a larger "problem", which is the scope of skill checks is not that well defined. Now we don't want to be too rigid, but I think some more guidance on this would be great.</p><p></p><p>For example, put a standard little dungeon in the DMG (like 3-4 rooms), and just walk through it as a big example. Show that perception at the door is meant to cover everything in the room....explain how often to give rogues a check on those traps, show some knowledge check examples of what works (and what probably shouldn't).</p><p></p><p>An example is worth a million words, and the DMG is a perfect place to show what the designers generally intended for skill check frequency. the DM is always welcome to throw off the guidance and go their own way, but this at least provides a little more "standard experience" without firming shouting, "you must play dnd this way or else"</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8746397, member: 5889"] I think this speaks to a larger "problem", which is the scope of skill checks is not that well defined. Now we don't want to be too rigid, but I think some more guidance on this would be great. For example, put a standard little dungeon in the DMG (like 3-4 rooms), and just walk through it as a big example. Show that perception at the door is meant to cover everything in the room....explain how often to give rogues a check on those traps, show some knowledge check examples of what works (and what probably shouldn't). An example is worth a million words, and the DMG is a perfect place to show what the designers generally intended for skill check frequency. the DM is always welcome to throw off the guidance and go their own way, but this at least provides a little more "standard experience" without firming shouting, "you must play dnd this way or else" [/QUOTE]
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Inspiration From Nat 20 Will Bog Down The Game
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