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<blockquote data-quote="Meech17" data-source="post: 9459892" data-attributes="member: 7044459"><p>This is something I'm going to try and start doing. In a previous session my players mentioned that I don't let them roll enough dice. I think it's a problem that has come from trying to solve another problem, mainly that I don't make them roll for simple things. </p><p></p><p>Player: "Can I climb over this chest height wall?"</p><p></p><p>Me: "Sure, totally.." </p><p></p><p>Player: "Cool, what do I roll, athletics?" </p><p></p><p>Me: "Nah.. You're good. You can just climb over it." </p><p></p><p>My reasoning is that in that moment, if they're not under duress, and there's no time-crunch.. There's really no penalty for failure. I think that if the character could attempt a task, fail it, but then be able to reasonably attempt it again... There's no point in rolling. </p><p></p><p>I stand by this reasoning still, but I think it's causing another issue, and that's simply that players like rolling dice. So I think I might start trying to do this. I can ask for history/arcana/religion checks and give them information for them, and then maybe that'll encourage them to start asking for more. </p><p></p><p>The math does seem weird and arbitrary, but this is something else I've already begun to try and implement in my own way. Just varied degrees of success/failure.</p><p></p><p>Example, if I decide that a check requires a DC 14 to pass, and the player rolls a 14-16.. They just pass. If they roll a 17 or 18+ I might try and find a way to add a little extra juice to their success. Conversely, if they roll a 12 or a 13, I might still let them succeed, but at a cost. I've found that offering them a 'devil's bargain' tends to be fun too. </p><p></p><p>Player: "I want to pry this door open as discreetly as possible."</p><p></p><p>Me: "Cool, roll a dexterity check, you're looking for a DC16."</p><p></p><p>Player: "Crap.. I only got a 14."</p><p></p><p>Me: "You can feel the door start to give, but you can also see and hear the long neglected, and dry rotted wood start to splinter.. You can keep pushing, and you'll definitely get the door open.. But it'll be pretty obvious that the building was broken into, and the noise could alert someone near-by." </p><p></p><p>Player: "Ugh.. Maybe we should try and find another way in"</p></blockquote><p></p>
[QUOTE="Meech17, post: 9459892, member: 7044459"] This is something I'm going to try and start doing. In a previous session my players mentioned that I don't let them roll enough dice. I think it's a problem that has come from trying to solve another problem, mainly that I don't make them roll for simple things. Player: "Can I climb over this chest height wall?" Me: "Sure, totally.." Player: "Cool, what do I roll, athletics?" Me: "Nah.. You're good. You can just climb over it." My reasoning is that in that moment, if they're not under duress, and there's no time-crunch.. There's really no penalty for failure. I think that if the character could attempt a task, fail it, but then be able to reasonably attempt it again... There's no point in rolling. I stand by this reasoning still, but I think it's causing another issue, and that's simply that players like rolling dice. So I think I might start trying to do this. I can ask for history/arcana/religion checks and give them information for them, and then maybe that'll encourage them to start asking for more. The math does seem weird and arbitrary, but this is something else I've already begun to try and implement in my own way. Just varied degrees of success/failure. Example, if I decide that a check requires a DC 14 to pass, and the player rolls a 14-16.. They just pass. If they roll a 17 or 18+ I might try and find a way to add a little extra juice to their success. Conversely, if they roll a 12 or a 13, I might still let them succeed, but at a cost. I've found that offering them a 'devil's bargain' tends to be fun too. Player: "I want to pry this door open as discreetly as possible." Me: "Cool, roll a dexterity check, you're looking for a DC16." Player: "Crap.. I only got a 14." Me: "You can feel the door start to give, but you can also see and hear the long neglected, and dry rotted wood start to splinter.. You can keep pushing, and you'll definitely get the door open.. But it'll be pretty obvious that the building was broken into, and the noise could alert someone near-by." Player: "Ugh.. Maybe we should try and find another way in" [/QUOTE]
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