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General Tabletop Discussion
*TTRPGs General
Player skill vs character skill?
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<blockquote data-quote="Basic Expert" data-source="post: 9812426" data-attributes="member: 7054049"><p>I aspire to have only meaningful, interesting outcomes for dice rolls, regardless of the result, but sometimes it isn't always possible. Losing a potential advantage, asset or bit of knowledge is a legitimate consequence of a failed roll, even if "nothing happens" from the perspective of the character.</p><p></p><p>In my mind, these are go towards framing the situation for the players. A perceptive character might spot a secret door, which allows me to frame the scene differently. A knowledgeable character might know an important bit of lore. And so on. Optionally, if I think they should just have this information, I give it to them. Either way, it's a quick aside and we move on.</p><p></p><p>Why leave framing up to chance (or RNG)? Well, I find it fun to take my hands of the GM-wheel now and again and see what fate serves up. Much as it can be stifling to ask for too-many skill checks, mandating everything that happens in the campaign can make things feel too scripted. It helps to remind me that I shouldn't be in total control of the game--it's a game, not a novel!</p></blockquote><p></p>
[QUOTE="Basic Expert, post: 9812426, member: 7054049"] I aspire to have only meaningful, interesting outcomes for dice rolls, regardless of the result, but sometimes it isn't always possible. Losing a potential advantage, asset or bit of knowledge is a legitimate consequence of a failed roll, even if "nothing happens" from the perspective of the character. In my mind, these are go towards framing the situation for the players. A perceptive character might spot a secret door, which allows me to frame the scene differently. A knowledgeable character might know an important bit of lore. And so on. Optionally, if I think they should just have this information, I give it to them. Either way, it's a quick aside and we move on. Why leave framing up to chance (or RNG)? Well, I find it fun to take my hands of the GM-wheel now and again and see what fate serves up. Much as it can be stifling to ask for too-many skill checks, mandating everything that happens in the campaign can make things feel too scripted. It helps to remind me that I shouldn't be in total control of the game--it's a game, not a novel! [/QUOTE]
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Player skill vs character skill?
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