Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Out of Combat Woes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 6550686" data-attributes="member: 2011"><p>I don't disagree with you. I just do not happen to rely on a bunch of rolls. Having low Diplomacy skills in the group means that when I do ask for a Diplomacy roll, the group is going to fail a lot.</p><p></p><p>But there are definitely skills that come up more often at my table (perception, stealth) over others (religion, diplomacy) which could be viewed as rewarding only certain skills. But, all skills come up at some times and our group often tries to ensure that they have someone trained in the vast majority of skills. I could see a given DM in a 20 minute roleplaying session asking for 8 or 12 diplomacy rolls whereas at my table, there might only be 1 to 3. I just don't let rollplaying dominate the roleplaying (I also go way out of my way to attempt to adjudicate NPC actions based on what I think they would fairly say/do). And fortunately, we do not have many shy players at my table (my wife is probably the most quiet, but the rest of the table can be quite vocal both with me, and with each other).</p><p></p><p></p><p>But to give the players a sense of fairness, I handle it a lot simpler. Once in a while, I ask for a "high is good for the party roll". It's often not modified by anything.</p><p></p><p>Example:</p><p></p><p>Player: "I want to go to the shop and buy a few potions of healing."</p><p>DM: "Roll a "high is good for the party roll"."</p><p>Player: "12."</p><p>DM: "12 is good enough for a single potion, but that's all they have remaining."</p><p></p><p>Player: "10."</p><p>DM: "Not high enough, they have no potions."</p><p></p><p>Player: "19."</p><p>DM: "With that high of a roll, they have 4 potions available."</p><p></p><p>All of this is DM whim, but it doesn't necessarily come across as DM whim. I also do not necessarily roleplay the conversation with the shopkeeper unless either a) the player wants to do so, or b) I want to hand out other information to the group via the shopkeeper. Yes, roleplaying the shopkeeper every time will result in unexpected adds to the game, but we only get to play once every other weekend if lucky, so I tend to cut to the chase.</p><p></p><p></p><p></p><p>The simple solution is to not allow players to discuss in game stuff during a roleplaying conversation session. Sure, they can joke and such, but I just don't allow them to discuss options and tactics mid-scene. If they do, I point out that "the king is listening to their discussion".</p><p></p><p></p><p></p><p>I don't hand out rolls if a player is going to auto-make them. So yes, if a DC is high enough that a roll is required, than a 1 (and often a 2) is going to fail. Your assumption on my conclusion was incorrect.</p><p></p><p>Why have a roll at all if there is no chance of failure, and why have a chance of failure if nothing bad actually happens with the failure (at least minimally, time is wasted and the roll has to be made later on to succeed)?</p><p></p><p>Now, there could be skill checks where DC 15 automakes, but DC 20 gains something above and beyond, and DC 25 gains a ton. But, those skill checks tend to be a bit few and far between at my table. Yes in those cases, a roll of a 1 still makes the DC 15 check (at very high level) and nothing bad happens. But I just do not hand out "above and beyond" in a lot of cases, just because someone rolled an 18 on the die. You try to climb out of the pit with an 18 roll on the athletics D20, you climb out. It still took x amount of movement. You were merely successful, you did not do it in record time or any such thing.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6550686, member: 2011"] I don't disagree with you. I just do not happen to rely on a bunch of rolls. Having low Diplomacy skills in the group means that when I do ask for a Diplomacy roll, the group is going to fail a lot. But there are definitely skills that come up more often at my table (perception, stealth) over others (religion, diplomacy) which could be viewed as rewarding only certain skills. But, all skills come up at some times and our group often tries to ensure that they have someone trained in the vast majority of skills. I could see a given DM in a 20 minute roleplaying session asking for 8 or 12 diplomacy rolls whereas at my table, there might only be 1 to 3. I just don't let rollplaying dominate the roleplaying (I also go way out of my way to attempt to adjudicate NPC actions based on what I think they would fairly say/do). And fortunately, we do not have many shy players at my table (my wife is probably the most quiet, but the rest of the table can be quite vocal both with me, and with each other). But to give the players a sense of fairness, I handle it a lot simpler. Once in a while, I ask for a "high is good for the party roll". It's often not modified by anything. Example: Player: "I want to go to the shop and buy a few potions of healing." DM: "Roll a "high is good for the party roll"." Player: "12." DM: "12 is good enough for a single potion, but that's all they have remaining." Player: "10." DM: "Not high enough, they have no potions." Player: "19." DM: "With that high of a roll, they have 4 potions available." All of this is DM whim, but it doesn't necessarily come across as DM whim. I also do not necessarily roleplay the conversation with the shopkeeper unless either a) the player wants to do so, or b) I want to hand out other information to the group via the shopkeeper. Yes, roleplaying the shopkeeper every time will result in unexpected adds to the game, but we only get to play once every other weekend if lucky, so I tend to cut to the chase. The simple solution is to not allow players to discuss in game stuff during a roleplaying conversation session. Sure, they can joke and such, but I just don't allow them to discuss options and tactics mid-scene. If they do, I point out that "the king is listening to their discussion". I don't hand out rolls if a player is going to auto-make them. So yes, if a DC is high enough that a roll is required, than a 1 (and often a 2) is going to fail. Your assumption on my conclusion was incorrect. Why have a roll at all if there is no chance of failure, and why have a chance of failure if nothing bad actually happens with the failure (at least minimally, time is wasted and the roll has to be made later on to succeed)? Now, there could be skill checks where DC 15 automakes, but DC 20 gains something above and beyond, and DC 25 gains a ton. But, those skill checks tend to be a bit few and far between at my table. Yes in those cases, a roll of a 1 still makes the DC 15 check (at very high level) and nothing bad happens. But I just do not hand out "above and beyond" in a lot of cases, just because someone rolled an 18 on the die. You try to climb out of the pit with an 18 roll on the athletics D20, you climb out. It still took x amount of movement. You were merely successful, you did not do it in record time or any such thing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Out of Combat Woes
Top