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<blockquote data-quote="5ekyu" data-source="post: 7291134" data-attributes="member: 6919838"><p>thanks for the response.</p><p></p><p>and yes, absolutely, there are as many ways to p,ay the game as active players squared plus infinity so no argument there.</p><p></p><p>i also agree its good to see that if the roll made can change your result to the bad it can also change it to the good.</p><p></p><p>But, the question i still wonder about is "why?"</p><p></p><p>What do you feel you game gains by letting "he rolled without asking" change your assessment of a task's fail/succeed/depends for a task?</p><p></p><p> i would be worried for my game that me granting succeed without roll for task x under circumstance y on one day and then leeting it fail in apparently same circumstances later (because a die roll was made and a 3 came up or a 1 or whatever) that it would produce one of two results:</p><p>1 - Players think i am lacking in consistency - out of game player GM trust lowered</p><p>2 - "Characters wonder "hey, whats up? Something is amiss? We never had that fail before?" and start looking for hex or other type of issue at hand.</p><p></p><p>one of the advantages of consistency is i don't have to knock my players over the head with 200lb anvil clues... i can have consistent results becoming inconsistent or vice versa as a clue in itself.</p><p></p><p>"Hey, normally i sense magic and now i cant?"</p><p>"hey, normally i can open this lock and now i cant"</p><p>"hey, i could never force this boulder and now i can?"</p><p>"hey, Joe tried to crank the Renault and it cranked?"</p><p></p><p>all signs of something wonky happening.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7291134, member: 6919838"] thanks for the response. and yes, absolutely, there are as many ways to p,ay the game as active players squared plus infinity so no argument there. i also agree its good to see that if the roll made can change your result to the bad it can also change it to the good. But, the question i still wonder about is "why?" What do you feel you game gains by letting "he rolled without asking" change your assessment of a task's fail/succeed/depends for a task? i would be worried for my game that me granting succeed without roll for task x under circumstance y on one day and then leeting it fail in apparently same circumstances later (because a die roll was made and a 3 came up or a 1 or whatever) that it would produce one of two results: 1 - Players think i am lacking in consistency - out of game player GM trust lowered 2 - "Characters wonder "hey, whats up? Something is amiss? We never had that fail before?" and start looking for hex or other type of issue at hand. one of the advantages of consistency is i don't have to knock my players over the head with 200lb anvil clues... i can have consistent results becoming inconsistent or vice versa as a clue in itself. "Hey, normally i sense magic and now i cant?" "hey, normally i can open this lock and now i cant" "hey, i could never force this boulder and now i can?" "hey, Joe tried to crank the Renault and it cranked?" all signs of something wonky happening. :-) [/QUOTE]
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