Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Modeling Uncertainty
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 7001354" data-attributes="member: 996"><p>Exactly. Of course, with knowledges, those reasons probably don't change a whole lot. The character who rolls to see what he knows about the nature of incanabula because he's a sagacious librarian will still be a sagacious librarian when he rolls to see what he knows about the history of a ruined castle. </p><p></p><p>Once in a blue moon a PC might have recently come across some source of knowledge and be able to reference /that/. Presumably for a bonus if it's genuinely applicable. </p><p></p><p>"Making sense" is a bar that's not always the same height. And it always applies. While I have no issue with your preferred technique, I don't see it as a solution to the piling-on issue with skills. It may reduce the number of players piling on, just as it may reduce the number of skill checks made by players across the board. So, not saying there'd be no impact on the issue, just that it's not an 'upstream solution.'</p><p></p><p>...</p><p></p><p>Elfcrusher's general idea though, addresses another player motivation in making or not making a skill check - consequences for failure. Piling-on is most practical when there's no penalty for failure. Group skill checks do make failures meaningful, though only in the mechanical sense of going into determining and overall pass/fail. Elfcrusher's possible mechanics, though, in generating uncertainty about answers might result in a more interesting set of consequences... </p><p></p><p>It's not even 'handwaving' in the case of 5e, 'narrating success' like that is a 100% legit part of the basic resolution mechanic. </p><p></p><p>Nod. I think it's an important point. If a player declares an action where success/failure will be obvious, there's no need to resort to such a variant. The player will know if his character jumped the chasm or not. He may not know if he disarmed the trap or not, until he takes the action that will trigger it. </p><p></p><p></p><p> 'Realistically' (ick), better-trained people perform tasks more consistently. Also, more obscurely, less-knowledgeable people tend to overestimate their understanding of a subject. So if you really have no idea what you're doing, you may well have no idea when you're really screwed up. </p><p></p><p>So it might make sense to vary the die size inversely with proficiency bonus, maybe:</p><p></p><p>+0 ... d12</p><p>+2 ... d8</p><p>+3-4 .. d6</p><p>+5-6 .. d4</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7001354, member: 996"] Exactly. Of course, with knowledges, those reasons probably don't change a whole lot. The character who rolls to see what he knows about the nature of incanabula because he's a sagacious librarian will still be a sagacious librarian when he rolls to see what he knows about the history of a ruined castle. Once in a blue moon a PC might have recently come across some source of knowledge and be able to reference /that/. Presumably for a bonus if it's genuinely applicable. "Making sense" is a bar that's not always the same height. And it always applies. While I have no issue with your preferred technique, I don't see it as a solution to the piling-on issue with skills. It may reduce the number of players piling on, just as it may reduce the number of skill checks made by players across the board. So, not saying there'd be no impact on the issue, just that it's not an 'upstream solution.' ... Elfcrusher's general idea though, addresses another player motivation in making or not making a skill check - consequences for failure. Piling-on is most practical when there's no penalty for failure. Group skill checks do make failures meaningful, though only in the mechanical sense of going into determining and overall pass/fail. Elfcrusher's possible mechanics, though, in generating uncertainty about answers might result in a more interesting set of consequences... It's not even 'handwaving' in the case of 5e, 'narrating success' like that is a 100% legit part of the basic resolution mechanic. Nod. I think it's an important point. If a player declares an action where success/failure will be obvious, there's no need to resort to such a variant. The player will know if his character jumped the chasm or not. He may not know if he disarmed the trap or not, until he takes the action that will trigger it. 'Realistically' (ick), better-trained people perform tasks more consistently. Also, more obscurely, less-knowledgeable people tend to overestimate their understanding of a subject. So if you really have no idea what you're doing, you may well have no idea when you're really screwed up. So it might make sense to vary the die size inversely with proficiency bonus, maybe: +0 ... d12 +2 ... d8 +3-4 .. d6 +5-6 .. d4 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Modeling Uncertainty
Top