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Players Self-Assigning Rolls
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<blockquote data-quote="Charlaquin" data-source="post: 7291184" data-attributes="member: 6779196"><p>Well, yes, since you allow your players to tell you when they want to make checks. I have the players describe actions in terms of what their character is trying to achieve and how, then I determine if a check is necessary to resolve that action. If it is, I will ask them to make a check using the appropriate Attribute, and mention any Skill or Tool Proficiencies that apply. At this point, I will allow a player to suggest a Skill or Tool Proficiency that they think might be relevant, but I make the final decision as to whether or not the suggested Proficiency will apply.</p><p></p><p>Players attempting to initiate a check disrupts this process. It assumes that their desired action has a reasonable chance of success, a reasonable chance of failure, a consequence for failure, and it assumes what Attribute governs the action and usually that a particular Proficiency applies. All of these are things that I as DM need to determine based on what the player describes the character doing in the world to try to achieve their desired results (which more often than not, players neglect to do when they try to initiate checks), along with contextual information that the player may or may not know.</p><p></p><p></p><p>This is a pretty different issue. Yeah, players need to know what the Attributes and Skills do in order to make informed character building choices. But that's not what we were talking about; we were talking about characters initiating their own </p><p></p><p></p><p>I don't understand what you mean by the bolded part.</p><p></p><p>If a player wants to make a character who is good at picking pockets, yeah, they should prioritize high Dexterity, take the Sleight of Hand skill, etc. Then, in play, if they want to try to pick someone's pocket, they describe their character's in-world actions accordingly. "I go up to a guy at the bar and try to grab his purse without him noticing." Then I'll determine if he needs to make a roll to do that thing, and if he does, I'll ask him to make a Dexterity (Sleight of Hand) check. But if he just says, "I make a Sleight of Hand check on that guy. I got a 19." My reaction is going to be to tell him to slow down, tell me what his character is actually doing, and that I'll ask him for a roll when and if I think a roll is necessary to determine the results.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7291184, member: 6779196"] Well, yes, since you allow your players to tell you when they want to make checks. I have the players describe actions in terms of what their character is trying to achieve and how, then I determine if a check is necessary to resolve that action. If it is, I will ask them to make a check using the appropriate Attribute, and mention any Skill or Tool Proficiencies that apply. At this point, I will allow a player to suggest a Skill or Tool Proficiency that they think might be relevant, but I make the final decision as to whether or not the suggested Proficiency will apply. Players attempting to initiate a check disrupts this process. It assumes that their desired action has a reasonable chance of success, a reasonable chance of failure, a consequence for failure, and it assumes what Attribute governs the action and usually that a particular Proficiency applies. All of these are things that I as DM need to determine based on what the player describes the character doing in the world to try to achieve their desired results (which more often than not, players neglect to do when they try to initiate checks), along with contextual information that the player may or may not know. This is a pretty different issue. Yeah, players need to know what the Attributes and Skills do in order to make informed character building choices. But that's not what we were talking about; we were talking about characters initiating their own I don't understand what you mean by the bolded part. If a player wants to make a character who is good at picking pockets, yeah, they should prioritize high Dexterity, take the Sleight of Hand skill, etc. Then, in play, if they want to try to pick someone's pocket, they describe their character's in-world actions accordingly. "I go up to a guy at the bar and try to grab his purse without him noticing." Then I'll determine if he needs to make a roll to do that thing, and if he does, I'll ask him to make a Dexterity (Sleight of Hand) check. But if he just says, "I make a Sleight of Hand check on that guy. I got a 19." My reaction is going to be to tell him to slow down, tell me what his character is actually doing, and that I'll ask him for a roll when and if I think a roll is necessary to determine the results. [/QUOTE]
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