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<blockquote data-quote="Charlaquin" data-source="post: 7852036" data-attributes="member: 6779196"><p>It really didn’t get very specific. The action Ashrym eventually committed to was “I examine Bob’s symptoms to figure out the best way to treat them.” It was pulling teeth to get him to commit to it, but the actual action declaration was pretty abstract.</p><p></p><p></p><p>Training players is definitely a thing, but what you’re training them to do here is to argue real hard that they just can’t think of an action so you’ll do it for them. This is where silly arguments like “how am I supposed to know how to treat heat exhaustion, I’m not a medieval surgeon!” come from. Instead of training players to come up with elaborate justifications for their supposed inability to commit to an action, I would rather train them to be creative and come up with approaches they think might work.</p><p></p><p></p><p>In my experience this doesn’t happen terribly often, and when it does the consequences are pretty minor. I tend to be pretty generous with what I consider “a reasonable chance of success” so unless you’re describing obviously impossible things like jumping to the moon or whatever, you’re more likely to get an “Ok, that’ll require a DC20 Wisdom check and if you fail (insert consequence)” than a straight-up failure.</p><p></p><p></p><p>Yeah...? Is that a bad thing to train them to do...?</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7852036, member: 6779196"] It really didn’t get very specific. The action Ashrym eventually committed to was “I examine Bob’s symptoms to figure out the best way to treat them.” It was pulling teeth to get him to commit to it, but the actual action declaration was pretty abstract. Training players is definitely a thing, but what you’re training them to do here is to argue real hard that they just can’t think of an action so you’ll do it for them. This is where silly arguments like “how am I supposed to know how to treat heat exhaustion, I’m not a medieval surgeon!” come from. Instead of training players to come up with elaborate justifications for their supposed inability to commit to an action, I would rather train them to be creative and come up with approaches they think might work. In my experience this doesn’t happen terribly often, and when it does the consequences are pretty minor. I tend to be pretty generous with what I consider “a reasonable chance of success” so unless you’re describing obviously impossible things like jumping to the moon or whatever, you’re more likely to get an “Ok, that’ll require a DC20 Wisdom check and if you fail (insert consequence)” than a straight-up failure. Yeah...? Is that a bad thing to train them to do...? [/QUOTE]
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