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<blockquote data-quote="5ekyu" data-source="post: 7292144" data-attributes="member: 6919838"><p>So some people believe... well for some rolls at least.</p><p></p><p>But without time travel... the decision on whether to roll or not is made before the roll of 20 is made.</p><p></p><p>Whether or not there is "something to be found" and "whether or not the character can succed on a roll of 20" and "whether or not the character can fail even on a 1 " do not eliminate that world of story that lies between those extremes.</p><p></p><p>The "certainty" the Gm has does not have to convey to the player or character or be taken away from them.</p><p></p><p>As i said earlier i use the quality of the roll to represent the quality of their effort or their percieved confidence in that effort. "Did you do well? Were the conditions such that you feel good or bad about your findings? etc."</p><p></p><p>Rolled a 20 and found nothing - pretty confident - likely responds differently than rolled a 2 and found nothing and "for good reason." </p><p></p><p>I can go to my storage unit to look for an old book and come away going "i did not find it but... lighting was dim, some books had fallen behind a dresser i could not get to, and frankly i was starving and not in a mood and i am kinda sure its not there but..." or i can come away sure because i got to every nook and cranny and so on.</p><p></p><p>Those will produce different reactions and results in terms of how things proceed and they are irrespective of whether or not the book was there.</p><p></p><p>As in my example of bad roll - leave caltrops in case vs good roll move on we are good.</p><p></p><p>As i have stated, to me in my games the "roll" is not some evil thing, not some bad thing getting in the way that should be forced into the shadows and certainly not some inexplicable mystery cthuloid "thing man was not meant to know" for "dont know why you failed" for any type of "task" be that an ability check, a save or an ability check.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7292144, member: 6919838"] So some people believe... well for some rolls at least. But without time travel... the decision on whether to roll or not is made before the roll of 20 is made. Whether or not there is "something to be found" and "whether or not the character can succed on a roll of 20" and "whether or not the character can fail even on a 1 " do not eliminate that world of story that lies between those extremes. The "certainty" the Gm has does not have to convey to the player or character or be taken away from them. As i said earlier i use the quality of the roll to represent the quality of their effort or their percieved confidence in that effort. "Did you do well? Were the conditions such that you feel good or bad about your findings? etc." Rolled a 20 and found nothing - pretty confident - likely responds differently than rolled a 2 and found nothing and "for good reason." I can go to my storage unit to look for an old book and come away going "i did not find it but... lighting was dim, some books had fallen behind a dresser i could not get to, and frankly i was starving and not in a mood and i am kinda sure its not there but..." or i can come away sure because i got to every nook and cranny and so on. Those will produce different reactions and results in terms of how things proceed and they are irrespective of whether or not the book was there. As in my example of bad roll - leave caltrops in case vs good roll move on we are good. As i have stated, to me in my games the "roll" is not some evil thing, not some bad thing getting in the way that should be forced into the shadows and certainly not some inexplicable mystery cthuloid "thing man was not meant to know" for "dont know why you failed" for any type of "task" be that an ability check, a save or an ability check. [/QUOTE]
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