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*Dungeons & Dragons
Modeling Uncertainty
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<blockquote data-quote="cooperjer" data-source="post: 7000263" data-attributes="member: 6862150"><p>This gets to providing the player with a confidence level in the result as much as the result. So, to take an example from real life, I completed a mechanical line drawing. It took some time and I was careful. I would say this is a passive Int (drafting) check with a DC set by the complexity of the part. If the DC of the drawing is low I'll have high confidence the drawing was done correctly and I'm not missing any information on it. If DC of the drawing is near my passive ability then I'll have some confidence but also some uncertainty with respect to getting all the information on it. If the DC is higher than my passive ability, then I pass the drawing on to a co-worker for them to check as well because I'm now confident that I missed something on the drawing. If I assist my co-worker with checking the drawing I now have advantage on the check and I hopefully will have more confidence on getting all of the information correct.</p><p></p><p>A similar idea can be applied to traps, locks, research, etc. For the purpose of insight into the motivations or intention of a NPC the PC is speaking with, it may be a little more abstract to apply.</p><p></p><p>How a player states the approach to achieving a goal, especially with traps, can be variable based on the player. I have one player who is in the medical field while I'm in the mechanical design field. If I present her character with a problem related to medicine then the approach she describes is most likely beyond my knowledge. I ask that she make a roll if I'm unsure the approach will not meet the goal. If most cases the detail of approach she describes will meet the goal so no roll is necessary. On the other hand, a mechanical system challenge, such as a trapped chest, poses a challenge for the player to describe an approach I feel would meet the goal, because of my knowledge in mechanical systems. Because of this, I tend to let the player state "I check for traps," and then roll, which then allows me to verbally state to the player what I feel that means. If the roll was high then I give more detail. If the roll was low then I give less detail as I describe what I feel the character did.</p><p></p><p>Player uncertainty in a solution can drag the game out, depending on a couple factors. 1) Is the player okay with the uncertainty and decides to move forward? 2) If the player is not okay with the uncertainty an attempts again, does the DM allow the other players to pile on rolls or is that prevented?</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7000263, member: 6862150"] This gets to providing the player with a confidence level in the result as much as the result. So, to take an example from real life, I completed a mechanical line drawing. It took some time and I was careful. I would say this is a passive Int (drafting) check with a DC set by the complexity of the part. If the DC of the drawing is low I'll have high confidence the drawing was done correctly and I'm not missing any information on it. If DC of the drawing is near my passive ability then I'll have some confidence but also some uncertainty with respect to getting all the information on it. If the DC is higher than my passive ability, then I pass the drawing on to a co-worker for them to check as well because I'm now confident that I missed something on the drawing. If I assist my co-worker with checking the drawing I now have advantage on the check and I hopefully will have more confidence on getting all of the information correct. A similar idea can be applied to traps, locks, research, etc. For the purpose of insight into the motivations or intention of a NPC the PC is speaking with, it may be a little more abstract to apply. How a player states the approach to achieving a goal, especially with traps, can be variable based on the player. I have one player who is in the medical field while I'm in the mechanical design field. If I present her character with a problem related to medicine then the approach she describes is most likely beyond my knowledge. I ask that she make a roll if I'm unsure the approach will not meet the goal. If most cases the detail of approach she describes will meet the goal so no roll is necessary. On the other hand, a mechanical system challenge, such as a trapped chest, poses a challenge for the player to describe an approach I feel would meet the goal, because of my knowledge in mechanical systems. Because of this, I tend to let the player state "I check for traps," and then roll, which then allows me to verbally state to the player what I feel that means. If the roll was high then I give more detail. If the roll was low then I give less detail as I describe what I feel the character did. Player uncertainty in a solution can drag the game out, depending on a couple factors. 1) Is the player okay with the uncertainty and decides to move forward? 2) If the player is not okay with the uncertainty an attempts again, does the DM allow the other players to pile on rolls or is that prevented? [/QUOTE]
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