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Passive: It's not Just Perception - Passive Skill Checks
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<blockquote data-quote="jprepo1" data-source="post: 6834594" data-attributes="member: 6820440"><p>Generally I do not plan too far in advance past a core of a story, I am an avid subscriber to Sly Flourish's "lazy dm" style of running a game. That being said, sometimes there will be elements of your game that are (almost) unavoidable. You may know they are coming for quite some time, or you may have to make them up on the fly, but, ideally DC's should be pretty consistent across the game for similar activities, that way, players have a good idea what they are and are not reasonably capable of. There is always the monkey wrench that be thrown in there, from traps, magic items, etc...</p><p></p><p>Now, this does take a little bit of work on the DM's part to avoid metagaming. A lot of DM's dont realize they are even more susceptible than players to metagaming at times. Its very tempting to set DC's based on your characters, either for good or for ill, but, ideally, DC's should be set without regard for players abilities, although, like you said, they can be modified by their actions.</p><p></p><p>One thing I've found very useful to keep consistent is that, though I don;t write many DC's down ahead of time, I will take note of them <em>afterwards.</em> This way I can help remind myself of similar situations when they come up in the future.</p></blockquote><p></p>
[QUOTE="jprepo1, post: 6834594, member: 6820440"] Generally I do not plan too far in advance past a core of a story, I am an avid subscriber to Sly Flourish's "lazy dm" style of running a game. That being said, sometimes there will be elements of your game that are (almost) unavoidable. You may know they are coming for quite some time, or you may have to make them up on the fly, but, ideally DC's should be pretty consistent across the game for similar activities, that way, players have a good idea what they are and are not reasonably capable of. There is always the monkey wrench that be thrown in there, from traps, magic items, etc... Now, this does take a little bit of work on the DM's part to avoid metagaming. A lot of DM's dont realize they are even more susceptible than players to metagaming at times. Its very tempting to set DC's based on your characters, either for good or for ill, but, ideally, DC's should be set without regard for players abilities, although, like you said, they can be modified by their actions. One thing I've found very useful to keep consistent is that, though I don;t write many DC's down ahead of time, I will take note of them [I]afterwards.[/I] This way I can help remind myself of similar situations when they come up in the future. [/QUOTE]
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