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Out of Combat Woes
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<blockquote data-quote="steeldragons" data-source="post: 6550613" data-attributes="member: 92511"><p>Jot me down on the side of the "stop running the artificial "skill challenge" mechanics" team (jot*jot*). </p><p></p><p>Role play it. Sure, roll some dice against a DC with a skill/proficiency modifier for the stuff that you don't know/aren't sure how things would happen/play out. But other than that, an exploration or interaction scenario shouldn't require a "skill check", to try using the 5e terminology and get out of the 4e trap-lingo of "skill challenge."</p><p></p><p>The issue of non-combat scenarios being "uninteresting" when compared to combat is twofold, as far as I can tell: 1) because of the mechanical construct you are using. You are running non-combat essentially as a combat, with initiative and what each person wants to do and rolls for everyone when it could [some would say "should"] be significantly more free-form and dynamic than that...and it is not creating the same excitement/level of "interesting". Why? ...2) Because it's not combat! Action is infinitely more "interesting" than no action. The thrill of the hit, the potential for damage...or death! That rush of victory. In combat, most times, even unspoken, your PC is fighting for their LIFE! Rolling to see if you convinced someone to tell you something? Just not going to stand up. It's just not going to compare in the same way. </p><p></p><p>That is not to say out-of-combat scenarios can't be interesting or impactful on the story/plot or that they should not be interesting or can't be exciting. Far from it! But, comparing the level of exploration and interaction to the levels of excitement experienced within ["the heat of"] combat is, ultimately, an unfair attempt at equivalency.</p><p></p><p>Not every interaction or exploration requires, as you put it earlier, "an element of randomness." [from the dice rolls]</p><p></p><p>Drop the mechanics you're using. Role play the situations. Roll, as needed, for specific difficult "stunts" that could go either way. But for the most part leave the dice out of the non-combat stuff, particularly interactions.</p><p></p><p>Exploration is a little different, since things like Perception and Investigation often need to have a chance of failure. Athletics checks for long jumps or tough climbs, and that sort of thing. But as others have said, more thoroughly and eloquently than myself, let the obvious/simple/move the game along stuff automatic.</p><p></p><p>There's no need for an initiative roll unless you're going into combat or there's some kind of time-sensitive multiple parties trying to do the same thing at the same time and the outcome matters/is hugely important..."Who gets through the chamber's only doorway before the slowly lowering stone block closing over it hits the floor?"</p><p></p><p></p><p>To illustrate how I would play a few examples, from elements brought up in the thread:</p><p></p><p>The PC trying to intimidate someone. "I [the big fightery PC] glare at the elderly frail merchant to intimidate them to give the magess the cheaper price and stop trying to cheat us." [Not particularly "nice", but ya know, players. Wutcha gonna do?]</p><p></p><p>DM: The merchant takes an uncomfortable look at you and knocks his price back down. No rolls needed.</p><p></p><p>"I glare at the oily looking official demanding the bribe/tax to wear our weapons in town."</p><p></p><p>DM: Knowing this NPC is a self-important weasel of a man, desperate to flex the limited "power" of his position on all outsiders. "The bureaucrat raises an eyebrow at you and says, "Is that a threat? The weapon-carry fee is [now double what he told you before]. Pay it or leave!" His back straightens and the two town guards behind him take a step forward." No rolls needed...yet.</p><p></p><p>"I glare at the noble man to intimidate him to let us go with our payment. Appearing as menacing as I can that he doesn't want to start trouble with us."</p><p></p><p>DM: Knowing this is an NPC with no class levels to compete with the PCs but near complete control and loyalty of his men and guarding against the PCs discovering his deeper schemes. Returns your glare, nonplussed and opens his mouth simply to shout, "GUARDS! Show them out." [tossing you your pay but not giving you time to count it] No roll needed...til the initiative for a throw down becomes apparent. </p><p></p><p>"I glare at the barkeep to give us the information we're looking for."</p><p></p><p>DM: Knowing the barkeep is a relatively stand-up guy, sorta docile, good business man who doesn't want any trouble in his place...or he's whatever, but you know he's just kinda "Joe Commoner" and not really "invested" in keeping the info one way or the other. "Make the Intimidation roll."</p><p></p><p>Here's a different one: The party is trying to break into a suspect's/store's back door via a locked cellar door in an alley. The rogue is doing their lock pick thing and a patrol of town guard is coming down the street. The ranger is crouching with bow at the ready behind some barrels while the Fighter and Magess come out of the alley to try and distract the guard before they can round the corner/pass the alley.</p><p></p><p>Rogue: doing the lock picking, needs to roll a Sleight of Hand.</p><p></p><p>Ranger: Doing nothing really. Just ready to stick arrows in anyone who comes around the corner that they don't know. If they are trying to be in the shadows or whatever, I'd just let them have the stealth...or you could have them roll if they would rather/think they should/want to.</p><p></p><p>[the added bonus here is the appearance of "magnanimous DM" when, sometimes/on occasion/often, players might think they will "need" to make the roll and you, kindly DM, just "give it to them." Building trust/"cred" with your players in this fashion, I have found, makes it more likely they are willing to accept when you do things "tougher"/demand rolls for other/different situations.]</p><p></p><p>Magess: Trying to play the lost tourist is doing her best to keep the guards talking and busy. Persuasion for her? Depends on the roleplay.</p><p></p><p>Fighter: Just adding to the confusion without seeming intimidating. Is that a "Help Action" to the mage's persuasion? Sure, why not. </p><p></p><p>The only roll that NEEDS to be made there, is the thief's. There is no need for "initiative." There's no need that everyone has to roll for their particular actions in the situation.</p><p></p><p>Certain circumstances, obviously, change the dynamic/possibilities. Are the guard coming specifically to this shop because they had a tip off that someone was trying to break in? Are they actually looking for these adventurers for something/disruption they did earlier in the day? Are they looking for someone else? Is the weather bad/cold/rainy and they really just want to finish their beat and get back indoors? Are they purely corrupt and don't care what the PCs are doing if they're given a handful of gold? As DM, you're the only one that can or should know those variables/factors.</p><p></p><p>All of these factors can change reactions and attitudes. But none of them require rolls. They could probably modify any rolls being made though.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6550613, member: 92511"] Jot me down on the side of the "stop running the artificial "skill challenge" mechanics" team (jot*jot*). Role play it. Sure, roll some dice against a DC with a skill/proficiency modifier for the stuff that you don't know/aren't sure how things would happen/play out. But other than that, an exploration or interaction scenario shouldn't require a "skill check", to try using the 5e terminology and get out of the 4e trap-lingo of "skill challenge." The issue of non-combat scenarios being "uninteresting" when compared to combat is twofold, as far as I can tell: 1) because of the mechanical construct you are using. You are running non-combat essentially as a combat, with initiative and what each person wants to do and rolls for everyone when it could [some would say "should"] be significantly more free-form and dynamic than that...and it is not creating the same excitement/level of "interesting". Why? ...2) Because it's not combat! Action is infinitely more "interesting" than no action. The thrill of the hit, the potential for damage...or death! That rush of victory. In combat, most times, even unspoken, your PC is fighting for their LIFE! Rolling to see if you convinced someone to tell you something? Just not going to stand up. It's just not going to compare in the same way. That is not to say out-of-combat scenarios can't be interesting or impactful on the story/plot or that they should not be interesting or can't be exciting. Far from it! But, comparing the level of exploration and interaction to the levels of excitement experienced within ["the heat of"] combat is, ultimately, an unfair attempt at equivalency. Not every interaction or exploration requires, as you put it earlier, "an element of randomness." [from the dice rolls] Drop the mechanics you're using. Role play the situations. Roll, as needed, for specific difficult "stunts" that could go either way. But for the most part leave the dice out of the non-combat stuff, particularly interactions. Exploration is a little different, since things like Perception and Investigation often need to have a chance of failure. Athletics checks for long jumps or tough climbs, and that sort of thing. But as others have said, more thoroughly and eloquently than myself, let the obvious/simple/move the game along stuff automatic. There's no need for an initiative roll unless you're going into combat or there's some kind of time-sensitive multiple parties trying to do the same thing at the same time and the outcome matters/is hugely important..."Who gets through the chamber's only doorway before the slowly lowering stone block closing over it hits the floor?" To illustrate how I would play a few examples, from elements brought up in the thread: The PC trying to intimidate someone. "I [the big fightery PC] glare at the elderly frail merchant to intimidate them to give the magess the cheaper price and stop trying to cheat us." [Not particularly "nice", but ya know, players. Wutcha gonna do?] DM: The merchant takes an uncomfortable look at you and knocks his price back down. No rolls needed. "I glare at the oily looking official demanding the bribe/tax to wear our weapons in town." DM: Knowing this NPC is a self-important weasel of a man, desperate to flex the limited "power" of his position on all outsiders. "The bureaucrat raises an eyebrow at you and says, "Is that a threat? The weapon-carry fee is [now double what he told you before]. Pay it or leave!" His back straightens and the two town guards behind him take a step forward." No rolls needed...yet. "I glare at the noble man to intimidate him to let us go with our payment. Appearing as menacing as I can that he doesn't want to start trouble with us." DM: Knowing this is an NPC with no class levels to compete with the PCs but near complete control and loyalty of his men and guarding against the PCs discovering his deeper schemes. Returns your glare, nonplussed and opens his mouth simply to shout, "GUARDS! Show them out." [tossing you your pay but not giving you time to count it] No roll needed...til the initiative for a throw down becomes apparent. "I glare at the barkeep to give us the information we're looking for." DM: Knowing the barkeep is a relatively stand-up guy, sorta docile, good business man who doesn't want any trouble in his place...or he's whatever, but you know he's just kinda "Joe Commoner" and not really "invested" in keeping the info one way or the other. "Make the Intimidation roll." Here's a different one: The party is trying to break into a suspect's/store's back door via a locked cellar door in an alley. The rogue is doing their lock pick thing and a patrol of town guard is coming down the street. The ranger is crouching with bow at the ready behind some barrels while the Fighter and Magess come out of the alley to try and distract the guard before they can round the corner/pass the alley. Rogue: doing the lock picking, needs to roll a Sleight of Hand. Ranger: Doing nothing really. Just ready to stick arrows in anyone who comes around the corner that they don't know. If they are trying to be in the shadows or whatever, I'd just let them have the stealth...or you could have them roll if they would rather/think they should/want to. [the added bonus here is the appearance of "magnanimous DM" when, sometimes/on occasion/often, players might think they will "need" to make the roll and you, kindly DM, just "give it to them." Building trust/"cred" with your players in this fashion, I have found, makes it more likely they are willing to accept when you do things "tougher"/demand rolls for other/different situations.] Magess: Trying to play the lost tourist is doing her best to keep the guards talking and busy. Persuasion for her? Depends on the roleplay. Fighter: Just adding to the confusion without seeming intimidating. Is that a "Help Action" to the mage's persuasion? Sure, why not. The only roll that NEEDS to be made there, is the thief's. There is no need for "initiative." There's no need that everyone has to roll for their particular actions in the situation. Certain circumstances, obviously, change the dynamic/possibilities. Are the guard coming specifically to this shop because they had a tip off that someone was trying to break in? Are they actually looking for these adventurers for something/disruption they did earlier in the day? Are they looking for someone else? Is the weather bad/cold/rainy and they really just want to finish their beat and get back indoors? Are they purely corrupt and don't care what the PCs are doing if they're given a handful of gold? As DM, you're the only one that can or should know those variables/factors. All of these factors can change reactions and attitudes. But none of them require rolls. They could probably modify any rolls being made though. [/QUOTE]
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