Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaculata" data-source="post: 7794860" data-attributes="member: 6801286"><p><strong>Sometimes I also ask:</strong> "What does that look like?". I not only ask it to make a ruling on the outcome, but I also ask it to bring the scene to life for the other players. To me it is all about immersion, and about caring about the situation.</p><p></p><p></p><p></p><p>Hang on there. When I design a trap for an adventure, that means I know where it is and how it works. If you say you roll a rock across the floor, and the trap is not floor activated, then nothing happens. I'm not sure if that qualifies as a failure, because it also gives you information. Nothing stops you from following up with just a normal search action, or any other combination of actions.</p><p></p><p>If however the trap IS floor activated, then yeah, a rock will probably activate it. This is why I'll ask if the players take cover and WHERE they take cover. This does not mean stats don't matter. But you can take other actions apart from just searching for traps. It may be something the player wants to fall back on if they roll badly on their check.</p><p></p><p>I care about giving my players lots of options and rewarding their cleverness. I like it when my game world operates by a certain logic.</p><p></p><p></p><p></p><p>I don't see why allowing the players to have other options to success or failure would take away from that. Frankly, I think it immerses the player more in what is going on in the game.</p><p></p><p>For example:</p><p></p><p>I had a trap in my campaign where the players had to make their way across pillars above a pit of lava, while occasionally flames would shoot out from some of the pillars. The trap was not hidden, they could clearly see the flames and the holes they were shooting out from. So the players asked if they could simply plug the holes... and I figured, why not? Makes sense to me. Whether that requires another check is a matter of opinion, but above all else I want my world to obey a certain logic. The players should be free to think outside the box when trying to overcome the obstacles I throw at them.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7794860, member: 6801286"] [B]Sometimes I also ask:[/B] "What does that look like?". I not only ask it to make a ruling on the outcome, but I also ask it to bring the scene to life for the other players. To me it is all about immersion, and about caring about the situation. Hang on there. When I design a trap for an adventure, that means I know where it is and how it works. If you say you roll a rock across the floor, and the trap is not floor activated, then nothing happens. I'm not sure if that qualifies as a failure, because it also gives you information. Nothing stops you from following up with just a normal search action, or any other combination of actions. If however the trap IS floor activated, then yeah, a rock will probably activate it. This is why I'll ask if the players take cover and WHERE they take cover. This does not mean stats don't matter. But you can take other actions apart from just searching for traps. It may be something the player wants to fall back on if they roll badly on their check. I care about giving my players lots of options and rewarding their cleverness. I like it when my game world operates by a certain logic. I don't see why allowing the players to have other options to success or failure would take away from that. Frankly, I think it immerses the player more in what is going on in the game. For example: I had a trap in my campaign where the players had to make their way across pillars above a pit of lava, while occasionally flames would shoot out from some of the pillars. The trap was not hidden, they could clearly see the flames and the holes they were shooting out from. So the players asked if they could simply plug the holes... and I figured, why not? Makes sense to me. Whether that requires another check is a matter of opinion, but above all else I want my world to obey a certain logic. The players should be free to think outside the box when trying to overcome the obstacles I throw at them.[I][/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
Top