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*Pathfinder & Starfinder
Mearls' "Stop, Thief!" Article
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<blockquote data-quote="LostSoul" data-source="post: 5566830" data-attributes="member: 386"><p>I've thought about that:</p><p></p><p style="margin-left: 20px">Careful Travel: You move at a much slower pace, but this allows you to check for hidden objects (including hidden characters, traps, and secret doors). Describe your character's actions to the DM; this will determine if you make a check to find hidden objects, find hidden objects automatically, or pass by them without a check. Your pace is determined by your speed; you may only move up to your normal speed while travelling carefully, but if you move one-half your normal speed or slower you can gain a +2 bonus to any checks made.</p><p></p><p>While "Crawling" (exploring small-scale dangerous areas), players describe the actions of their characters and we resolve those actions, using conflict resolution rules if needed. Players describe the "standard operating procedure" so the game doesn't bog down too much.</p><p></p><p>If the PCs are looking at the ceiling, and the green slime doesn't have some way to hide, then they'll see it; the players might not realize it's green slime, but that's too bad. If it does have some way to hide (the whole area is covered in moss), then it makes a check and the PCs make a check (rolled in secret by the DM). If they don't have a way to see the slime (can't think of a situation where that would be true), then there's no check to be made.</p><p></p><p>Then there's the Free-and-Clear stage: when you declare your action for the round, the other players (including the DM) do so at the same time, and anyone can change their action in response. The action isn't committed to until the dice are actually rolled, after the modifiers have been worked out.</p><p></p><p></p><p></p><p>I've never seen this happen in my game. I think it's because your first slash with your sword sets up a situation in the game world and you build off of that for your next slash.</p><p></p><p></p><p></p><p>I think "fast-talk the GM or die" is a bad way to describe the sort of play in my example above. Dhalia's player was thinking, "What is my character doing in the game world? What would she do next?", not "What is the DM going to allow me to get away with?"</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5566830, member: 386"] I've thought about that: [indent]Careful Travel: You move at a much slower pace, but this allows you to check for hidden objects (including hidden characters, traps, and secret doors). Describe your character's actions to the DM; this will determine if you make a check to find hidden objects, find hidden objects automatically, or pass by them without a check. Your pace is determined by your speed; you may only move up to your normal speed while travelling carefully, but if you move one-half your normal speed or slower you can gain a +2 bonus to any checks made.[/indent] While "Crawling" (exploring small-scale dangerous areas), players describe the actions of their characters and we resolve those actions, using conflict resolution rules if needed. Players describe the "standard operating procedure" so the game doesn't bog down too much. If the PCs are looking at the ceiling, and the green slime doesn't have some way to hide, then they'll see it; the players might not realize it's green slime, but that's too bad. If it does have some way to hide (the whole area is covered in moss), then it makes a check and the PCs make a check (rolled in secret by the DM). If they don't have a way to see the slime (can't think of a situation where that would be true), then there's no check to be made. Then there's the Free-and-Clear stage: when you declare your action for the round, the other players (including the DM) do so at the same time, and anyone can change their action in response. The action isn't committed to until the dice are actually rolled, after the modifiers have been worked out. I've never seen this happen in my game. I think it's because your first slash with your sword sets up a situation in the game world and you build off of that for your next slash. I think "fast-talk the GM or die" is a bad way to describe the sort of play in my example above. Dhalia's player was thinking, "What is my character doing in the game world? What would she do next?", not "What is the DM going to allow me to get away with?" [/QUOTE]
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