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"My Character Is Always..." and related topics.
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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 7305313" data-attributes="member: 6846794"><p>While we assume characters complete tasks they're well skilled in without rolls/checks, with regards to how they operate within an environment/respond to an encounter, each player needs to make the DM aware of any action/strategy their character has adopted.</p><p></p><p>For example, tracing their hands over the walls while they perform search checks, using crushed chalk to help find trip wires, taking their time to wrap themselves within the rigging as the climb, using a fresh vegetable when attempting to befriend a horse and so on.</p><p></p><p>Some more examples - while a certain amount of common sense is assumed (characters are doing their best to remain balanced whilst aboard a rocking ship), unless a player states that their character is lashing themselves to the deck then they'll not receive advantage against being knocked over by a violent wave. If they're going out 'a drinking' and don't state they're taking steps to protect their valuables (and communicate how) then they can expect a disadvantage on their perception checks to keep their purse safe from pickpockets as they get steadily drunk.</p><p></p><p>It's pretty much the same deal if two characters work together - for example, pick pocketing has a long and fine tradition of teamwork. If a character wishes to distract the mark while the other attempts to lighten the mark of their purse, then the pickpocket receive advantage. Likewise, if a character is trying to determine the meaning of some ancient runes and another is helping them 'hit the books', the History check would receive advantage.</p><p></p><p>Essentially, we reward players that engage with the scene through assisting with building/developing the experience via narration of their character's actions. Personally, I want to give advantage as to our players as much as possible - they just need to give me a reason to do it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>However, my favourite bugbear is a player of ours who does his best to get the best of all worlds - for example, moving quick enough to reach an objective in good time but not so quick as to be a run, which would hinder their ability to observe their environment intently and thus leave them open to attacks/traps....</em></p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7305313, member: 6846794"] While we assume characters complete tasks they're well skilled in without rolls/checks, with regards to how they operate within an environment/respond to an encounter, each player needs to make the DM aware of any action/strategy their character has adopted. For example, tracing their hands over the walls while they perform search checks, using crushed chalk to help find trip wires, taking their time to wrap themselves within the rigging as the climb, using a fresh vegetable when attempting to befriend a horse and so on. Some more examples - while a certain amount of common sense is assumed (characters are doing their best to remain balanced whilst aboard a rocking ship), unless a player states that their character is lashing themselves to the deck then they'll not receive advantage against being knocked over by a violent wave. If they're going out 'a drinking' and don't state they're taking steps to protect their valuables (and communicate how) then they can expect a disadvantage on their perception checks to keep their purse safe from pickpockets as they get steadily drunk. It's pretty much the same deal if two characters work together - for example, pick pocketing has a long and fine tradition of teamwork. If a character wishes to distract the mark while the other attempts to lighten the mark of their purse, then the pickpocket receive advantage. Likewise, if a character is trying to determine the meaning of some ancient runes and another is helping them 'hit the books', the History check would receive advantage. Essentially, we reward players that engage with the scene through assisting with building/developing the experience via narration of their character's actions. Personally, I want to give advantage as to our players as much as possible - they just need to give me a reason to do it! :) [I]However, my favourite bugbear is a player of ours who does his best to get the best of all worlds - for example, moving quick enough to reach an objective in good time but not so quick as to be a run, which would hinder their ability to observe their environment intently and thus leave them open to attacks/traps....[/I] [/QUOTE]
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