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<blockquote data-quote="RHGreen" data-source="post: 5693263"><p>Skills rolls for perception should not direct you to the ultimate item of interest. Perception rolls should point you to an item of interest that points to an ultimate item of interest. That's a clunky way of saying it so I'll explain.</p><p> </p><p>NOT</p><p> </p><p>Perception -> Secret Door</p><p> </p><p>Your skill roll is successful - "You find a secret door."</p><p> </p><p>BUT</p><p> </p><p>Perception -> Protruding Brick -> <strong>Interaction(Push inwards) </strong>-> Secret Door</p><p> </p><p>Your skill roll is successful - "You notice a brick sticking out a little further than the rest of the wall."</p><p> </p><p>"I push the brick."</p><p> </p><p>"A section of the wall slides away to reveal an opening."</p><p> </p><p> </p><p>I think this illustrates the problem with how skills and rolls are used in games today and I think a lot of it comes down to DM/player laziness and really poor adventure design (room after room of a, more or less, random collection of enemies with a dash of environment features, typically a patch that slows you down.)</p><p> </p><p>The above example is really really simple but it is amazing how modern games are described in the NOT camp.</p><p> </p><p>All we need now is a PERCEPTION button and a little ding when it is successful.</p><p> </p><p>I think this is the part that needs addressing the most.</p></blockquote><p></p>
[QUOTE="RHGreen, post: 5693263"] Skills rolls for perception should not direct you to the ultimate item of interest. Perception rolls should point you to an item of interest that points to an ultimate item of interest. That's a clunky way of saying it so I'll explain. NOT Perception -> Secret Door Your skill roll is successful - "You find a secret door." BUT Perception -> Protruding Brick -> [B]Interaction(Push inwards) [/B]-> Secret Door Your skill roll is successful - "You notice a brick sticking out a little further than the rest of the wall." "I push the brick." "A section of the wall slides away to reveal an opening." I think this illustrates the problem with how skills and rolls are used in games today and I think a lot of it comes down to DM/player laziness and really poor adventure design (room after room of a, more or less, random collection of enemies with a dash of environment features, typically a patch that slows you down.) The above example is really really simple but it is amazing how modern games are described in the NOT camp. All we need now is a PERCEPTION button and a little ding when it is successful. I think this is the part that needs addressing the most. [/QUOTE]
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