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Is "perception" even a good concept?
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<blockquote data-quote="KarinsDad" data-source="post: 7161803" data-attributes="member: 2011"><p>That's cool. You play by your interpretation of what is written. It's just not the style I prefer. And just because the game designers explained their reasoning a bit on this does not mean that I think it is a better system.</p><p></p><p>Like I said, I hate autofail and autosuccess and 5E (and to a lesser extent 4E) heads more and more in this direction.</p><p></p><p>The concept of "just say Yes" is not a concept that I endorse. Sometimes Yes, sometimes No. As DM, I prefer to often let the dice decide this and not my whims.</p><p></p><p></p><p>As an example, we use a "High is good for the party" roll. As DM, I might ask a random player (or the player asking a question) to give me a HIGFTP roll.</p><p></p><p>Say a player asks: "Are there any goats in this town?"</p><p></p><p>I don't force the player to actually walk up to a townsperson and ask his question "in character". I don't bother to have them roleplay with townsfolk such a trivial and mundane question. Yes, if I did so, this might result in some "on the fly" inspiration on my part to impart more info, but meh. It's not on my list of fun roleplaying events. I also don't "just say Yes".</p><p></p><p>I set a DC. Say, 8. They roll the dice with no modifiers. If they get 8 or higher, they find at least one goat, maybe an entire herd. If they make the roll, or if I already knew there were goats in the town and did not ask for a roll, then I would say "You ask around and find out about a corral full of them on the east side of town".</p><p></p><p></p><p>I view a lot of the non-combat rules as guidelines. Like a buffet, I pick and choose what I like.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 7161803, member: 2011"] That's cool. You play by your interpretation of what is written. It's just not the style I prefer. And just because the game designers explained their reasoning a bit on this does not mean that I think it is a better system. Like I said, I hate autofail and autosuccess and 5E (and to a lesser extent 4E) heads more and more in this direction. The concept of "just say Yes" is not a concept that I endorse. Sometimes Yes, sometimes No. As DM, I prefer to often let the dice decide this and not my whims. As an example, we use a "High is good for the party" roll. As DM, I might ask a random player (or the player asking a question) to give me a HIGFTP roll. Say a player asks: "Are there any goats in this town?" I don't force the player to actually walk up to a townsperson and ask his question "in character". I don't bother to have them roleplay with townsfolk such a trivial and mundane question. Yes, if I did so, this might result in some "on the fly" inspiration on my part to impart more info, but meh. It's not on my list of fun roleplaying events. I also don't "just say Yes". I set a DC. Say, 8. They roll the dice with no modifiers. If they get 8 or higher, they find at least one goat, maybe an entire herd. If they make the roll, or if I already knew there were goats in the town and did not ask for a roll, then I would say "You ask around and find out about a corral full of them on the east side of town". I view a lot of the non-combat rules as guidelines. Like a buffet, I pick and choose what I like. [/QUOTE]
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