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<blockquote data-quote="iserith" data-source="post: 6550584" data-attributes="member: 97077"><p>This is always the best place to start when you feel there's an issue.</p><p></p><p></p><p></p><p>It could be said that smart play (as a player) is to <em>avoid</em> making ability checks. Think about it: Would you rather just succeed or would you rather roll and have a chance of failure? So a spell is clutch for just that reason - you remove the risk by expending a resource. Consider the same formula when adjudicating success, failure, and uncertainty when a player is trying to overcome a challenge. If they spend a resource and state a reasonable approach to their goal, grant success. A resource can be just about anything in context, including time (e.g. DMG, page 237, "Multiple Ability Checks"). It's only when they can't or don't spend a resource or their approach is on shaky grounds that they should have to roll. Of course, some of this depends on your view of the role of the dice in the game (DMG, page 236-237). I advocate the "middle path."</p><p></p><p>You can also run this game without ever using a DC other than 10, 15, or 20 and it works fine. I find what players really care about is knowing the stakes before the roll and that failure should be fun and interesting for the players, even if it totally sucks for the characters.</p><p></p><p></p><p></p><p>The "third person" approach is called the "descriptive" approach to roleplaying. Speaking in the first person is the "active" approach to roleplaying. Both are perfectly valid ways of doing it. (See Basic Rules, pages 66-67.)</p></blockquote><p></p>
[QUOTE="iserith, post: 6550584, member: 97077"] This is always the best place to start when you feel there's an issue. It could be said that smart play (as a player) is to [I]avoid[/I] making ability checks. Think about it: Would you rather just succeed or would you rather roll and have a chance of failure? So a spell is clutch for just that reason - you remove the risk by expending a resource. Consider the same formula when adjudicating success, failure, and uncertainty when a player is trying to overcome a challenge. If they spend a resource and state a reasonable approach to their goal, grant success. A resource can be just about anything in context, including time (e.g. DMG, page 237, "Multiple Ability Checks"). It's only when they can't or don't spend a resource or their approach is on shaky grounds that they should have to roll. Of course, some of this depends on your view of the role of the dice in the game (DMG, page 236-237). I advocate the "middle path." You can also run this game without ever using a DC other than 10, 15, or 20 and it works fine. I find what players really care about is knowing the stakes before the roll and that failure should be fun and interesting for the players, even if it totally sucks for the characters. The "third person" approach is called the "descriptive" approach to roleplaying. Speaking in the first person is the "active" approach to roleplaying. Both are perfectly valid ways of doing it. (See Basic Rules, pages 66-67.) [/QUOTE]
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