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JamesonCourage's First 4e Session
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<blockquote data-quote="D'karr" data-source="post: 6195130" data-attributes="member: 336"><p>Even though they would have to run the "plan" by you to figure out the mechanics, I think the best way to handle skill use, from the player side of things, is not to worry about skills at all. </p><p></p><p>I've had to teach brand new players how to play D&D countless times, with multiple different editions. My initial conversation with them always brings one element that <strong>I want them to focus on</strong> - "This is an open-ended roleplaying game. Whatever you want to do is attemptable, you may not succeed but you can attempt it. If you can imagine it, you can <strong>try</strong> it."</p><p></p><p>Let/have the players think of what their character wants to do, and describe it in as much detail as they want/feel comfortable with. The DM, in the background, is keeping the tally of what skill might be appropriate for the particulars of the "plan". Then the DM discusses with the players the "perceived" difficulty of what they are attempting. The players get to decide if they want to attempt it after their character has ascertained the likeliness of success. They get to make an informed decision (player side) to perform an action (character side). This allows for very freeform use of skills, from the player's side of things. It does take a bit more time, but my players always enjoy that give and take you mentioned.</p><p></p><p>It looks to me like you have this well in hand.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6195130, member: 336"] Even though they would have to run the "plan" by you to figure out the mechanics, I think the best way to handle skill use, from the player side of things, is not to worry about skills at all. I've had to teach brand new players how to play D&D countless times, with multiple different editions. My initial conversation with them always brings one element that [B]I want them to focus on[/B] - "This is an open-ended roleplaying game. Whatever you want to do is attemptable, you may not succeed but you can attempt it. If you can imagine it, you can [B]try[/B] it." Let/have the players think of what their character wants to do, and describe it in as much detail as they want/feel comfortable with. The DM, in the background, is keeping the tally of what skill might be appropriate for the particulars of the "plan". Then the DM discusses with the players the "perceived" difficulty of what they are attempting. The players get to decide if they want to attempt it after their character has ascertained the likeliness of success. They get to make an informed decision (player side) to perform an action (character side). This allows for very freeform use of skills, from the player's side of things. It does take a bit more time, but my players always enjoy that give and take you mentioned. It looks to me like you have this well in hand. [/QUOTE]
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