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On Skilled Play: D&D as a Game
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<blockquote data-quote="Voadam" data-source="post: 8293128" data-attributes="member: 2209"><p>This would depend on the M. <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>In classic GSP it would be the DM judging based on the player choices and description. The DM decides but the player has input. DMs can do this in 5e by not calling for a check and just adjudicating the water technique.</p><p></p><p>If it is mechanics focused resolution the player rolls a search check for a defined DC or something similar and hitting the target or not means they find the pressure plate. This would be the system deciding but the player has some prior input from character build and possible current input from things like wrangling for advantage or resource usage. This can be done in 5e using an ability check and related mechanics and things like bardic inspiration.</p><p></p><p>If it is more modern games the player might have explicit narrative control "I spend a metacurrency and find the pressure plate." This would be the player deciding. This can happen in 5e with something like the success with complication option from the DMG when the player can turn a closely failed ability check into a failure with a complication later.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8293128, member: 2209"] This would depend on the M. :) In classic GSP it would be the DM judging based on the player choices and description. The DM decides but the player has input. DMs can do this in 5e by not calling for a check and just adjudicating the water technique. If it is mechanics focused resolution the player rolls a search check for a defined DC or something similar and hitting the target or not means they find the pressure plate. This would be the system deciding but the player has some prior input from character build and possible current input from things like wrangling for advantage or resource usage. This can be done in 5e using an ability check and related mechanics and things like bardic inspiration. If it is more modern games the player might have explicit narrative control "I spend a metacurrency and find the pressure plate." This would be the player deciding. This can happen in 5e with something like the success with complication option from the DMG when the player can turn a closely failed ability check into a failure with a complication later. [/QUOTE]
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