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General Tabletop Discussion
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Knowledge check pile ons (d20)
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<blockquote data-quote="Quickleaf" data-source="post: 6002251" data-attributes="member: 20323"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>How did you arrive at that conclusion? </p><p></p><p>A recent example from SWSE: The players were trying to break a smuggler out of a holding facility in the Coruscan Spaceport; as part of their recon one player wanted to make a Knowledge (galactic lore) check about the organization of the Coruscant Security Force (or something similar, I don't remember the specifics). They rolled moderately well. The know-it-all droid player decided to follow suit with another Knowledge (galactic lore) check. This was all tangential to their final plan, and not a chokepoint in the game - there were multiple avenues to pursue. Of course the droid rolls obscenely well. With some roleplay or something I'm sure it could have been really funny. Instead I had to say "So you're talking about this in some quiet section of the spaceport?" To which they nodded. Then I dispensed thorough information about the Coruscant Security Force. In play it was resolved quick and it turned out to be largely irrelevant for their mad plan.</p><p></p><p>What I didn't like was that there was a bit of "throwing darts at a target until something hits" feel. I guess part of me is an old school GM too - I feel like players who are paying attention, engaged, reducing clues, and thinking creatively should get the reward of their actions.</p><p></p><p></p><p>That's my sentiment too, though it appears I'm not articulating well. Could you elaborate on how they're a "greased rope"?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6002251, member: 20323"] :) How did you arrive at that conclusion? A recent example from SWSE: The players were trying to break a smuggler out of a holding facility in the Coruscan Spaceport; as part of their recon one player wanted to make a Knowledge (galactic lore) check about the organization of the Coruscant Security Force (or something similar, I don't remember the specifics). They rolled moderately well. The know-it-all droid player decided to follow suit with another Knowledge (galactic lore) check. This was all tangential to their final plan, and not a chokepoint in the game - there were multiple avenues to pursue. Of course the droid rolls obscenely well. With some roleplay or something I'm sure it could have been really funny. Instead I had to say "So you're talking about this in some quiet section of the spaceport?" To which they nodded. Then I dispensed thorough information about the Coruscant Security Force. In play it was resolved quick and it turned out to be largely irrelevant for their mad plan. What I didn't like was that there was a bit of "throwing darts at a target until something hits" feel. I guess part of me is an old school GM too - I feel like players who are paying attention, engaged, reducing clues, and thinking creatively should get the reward of their actions. That's my sentiment too, though it appears I'm not articulating well. Could you elaborate on how they're a "greased rope"? [/QUOTE]
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