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<blockquote data-quote="5ekyu" data-source="post: 7291202" data-attributes="member: 6919838"><p>the part that is funny is the assumption that a player calling for a check means somehow implied "he did not describe what he is doing or his goal."In my games "i go up to the guy at the bar and try to lift his purse" would likely be followed with "and my slight of hand is a 19." </p><p></p><p>If in my view it was "no roll needed" (1-20 wins) cuz mark is too drunk and nobody watching - 19 succeeds. i can then narrate the results. </p><p>If in my view the task had no chance of succeeding (1-20 fails) for some unknown to player reason, it fails and i narrate the result.</p><p>in the middle cases, the roll is cmpared to Dc and... results played out as appropriate. </p><p></p><p>if there was something outside the ordinary where the expectation of "dex and sleight for pickpocket" was wrong choice, then likely i would have already covered that descriptively in some fashion - things dont just jump say from DEX based to INT based for no reason... and if it is a surprise that dex-sleight is the wrong tool for this task, thats gonna be a fun moment when that players roll gives him a surprising result.</p><p></p><p>But, i don't get how you can see having players on the same page as to what skills are needed for tasks in play is counter to your GM performance but having players knowing what skills are needed for what tasks is critical in chargen. </p><p></p><p>to me building for results in play is what chargen stat assignment is for. i dont mean that as in "optimizing" but in "expectations." </p><p></p><p>To each his own but to me your descriptions seem to be very heavily, i would say overly, focused on "your process", on your part of the experience. You go thru the step, you tell the players the stats, you "At this point, I will allow a player to suggest..." and again when you start with the simple bu tell me that i "allow your players to tell you when they want to make checks." then go on to describe all the control over process and results you keep.</p><p></p><p>To me the GM control is in the "determination of results" much more than in the "enforcement of process" and while the Gm has the final decision at the table, the true fact is the players allow the Gm to do what he does every bit as much as the GM "allows" the players to do whatever they do. i trust them, they trust me and that trust has been earned by long relationship and like in any relationship "language and tone" plays a huge role and in my experience tossing around phrase like "At this point, I will allow a player..." does not do a lot to foster that trust.</p><p></p><p>i am glad it serves you and your players well and yes i can see now that it may well be helpful in your game.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7291202, member: 6919838"] the part that is funny is the assumption that a player calling for a check means somehow implied "he did not describe what he is doing or his goal."In my games "i go up to the guy at the bar and try to lift his purse" would likely be followed with "and my slight of hand is a 19." If in my view it was "no roll needed" (1-20 wins) cuz mark is too drunk and nobody watching - 19 succeeds. i can then narrate the results. If in my view the task had no chance of succeeding (1-20 fails) for some unknown to player reason, it fails and i narrate the result. in the middle cases, the roll is cmpared to Dc and... results played out as appropriate. if there was something outside the ordinary where the expectation of "dex and sleight for pickpocket" was wrong choice, then likely i would have already covered that descriptively in some fashion - things dont just jump say from DEX based to INT based for no reason... and if it is a surprise that dex-sleight is the wrong tool for this task, thats gonna be a fun moment when that players roll gives him a surprising result. But, i don't get how you can see having players on the same page as to what skills are needed for tasks in play is counter to your GM performance but having players knowing what skills are needed for what tasks is critical in chargen. to me building for results in play is what chargen stat assignment is for. i dont mean that as in "optimizing" but in "expectations." To each his own but to me your descriptions seem to be very heavily, i would say overly, focused on "your process", on your part of the experience. You go thru the step, you tell the players the stats, you "At this point, I will allow a player to suggest..." and again when you start with the simple bu tell me that i "allow your players to tell you when they want to make checks." then go on to describe all the control over process and results you keep. To me the GM control is in the "determination of results" much more than in the "enforcement of process" and while the Gm has the final decision at the table, the true fact is the players allow the Gm to do what he does every bit as much as the GM "allows" the players to do whatever they do. i trust them, they trust me and that trust has been earned by long relationship and like in any relationship "language and tone" plays a huge role and in my experience tossing around phrase like "At this point, I will allow a player..." does not do a lot to foster that trust. i am glad it serves you and your players well and yes i can see now that it may well be helpful in your game. [/QUOTE]
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