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Never Hide The Adventure Behind a Skill Check
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<blockquote data-quote="Reynard" data-source="post: 8261706" data-attributes="member: 467"><p>This is something that came up in a discussion with a friend and fellow GM and I wanted to talk about it here just to see what other folks thought.</p><p></p><p>The premise is this: never ask the players for a skill check or other probabilistic game mechanic in order to continue the adventure SPECIFICALLY if that check is a one and done kind of thing.</p><p></p><p>As an example, if the PCs are drawn unto a murder investigation DO NOT require they succeed at an investigation check of the crime scene if that is the only way to move on with the adventure. Just tell them what they see and let them work out the clues. Similarly, don't gate off level 2 of the dungeon with a secret door that can only be found with a successful perception check.</p><p></p><p>This isn't to say don't use skill checks, but rather either have skill checks potentially provide additional information or advantage (instead of a secret door to Level 2, use an alarm trap instead) or provide different routes to the next stage of the adventure. Ideally you should do both but time is not an infinite resource, nor is creativity.</p><p></p><p>Do you agree? What techniques do you use to make sure the PCs find the adventure? What kind of information or content do you think it is okay to gatebehibd mechanics?</p></blockquote><p></p>
[QUOTE="Reynard, post: 8261706, member: 467"] This is something that came up in a discussion with a friend and fellow GM and I wanted to talk about it here just to see what other folks thought. The premise is this: never ask the players for a skill check or other probabilistic game mechanic in order to continue the adventure SPECIFICALLY if that check is a one and done kind of thing. As an example, if the PCs are drawn unto a murder investigation DO NOT require they succeed at an investigation check of the crime scene if that is the only way to move on with the adventure. Just tell them what they see and let them work out the clues. Similarly, don't gate off level 2 of the dungeon with a secret door that can only be found with a successful perception check. This isn't to say don't use skill checks, but rather either have skill checks potentially provide additional information or advantage (instead of a secret door to Level 2, use an alarm trap instead) or provide different routes to the next stage of the adventure. Ideally you should do both but time is not an infinite resource, nor is creativity. Do you agree? What techniques do you use to make sure the PCs find the adventure? What kind of information or content do you think it is okay to gatebehibd mechanics? [/QUOTE]
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Never Hide The Adventure Behind a Skill Check
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