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Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="5ekyu" data-source="post: 7796005" data-attributes="member: 6919838"><p>There are a lot of things in the exchange above worth noting.</p><p></p><p>Both sides using auto-success.</p><p>Both sides using an explanation of how adjusting odds of success.</p><p>Your approach needing or requiring what seems to be heavier or more foreshadowing due to player-stated-how focus.</p><p></p><p>You mention standing behind the trapped crossbow chest and avoiding the bolt entirely. But it would seem if that trap sprung a bolt backwards that choice would put you in the line of fire - be the wrong guess. </p><p></p><p>Is that a guess or would foreshadowing automatically provide them with info showing where to stand?</p><p>But finally we get to this...</p><p></p><p>" It is something any person could do."</p><p></p><p>This to me gets to the key.</p><p></p><p>In my games the cases where we want to spend in-game time, player to GM exchanges, careful observation of who said what, looking for clues, details on how and where we are standing, etc, etc etc on tasks or challenges that turn out to be resolved as " It is something any person could do." are rare.</p><p></p><p>There are plenty of things we do in character in game that are " something any person could do" but they are mostly quick and done dialog no skills checked type stuff. They are not important. If they do require a check, it is often if not always passive with auto-success. </p><p></p><p>See, side bar, I might indeed have "clues" that a trap is there but they would usually not be part of the general description anyone will see on entering a room but require a passive score of ABC or a proficiency to get as a description. Maybe it will require those and a proximity. That way, you the player dont ein up spending screen time on checks everywhere and traps seem like traps - things to catch folks less skilled than you - not essentially an invite from SAW to play a gsme.</p><p></p><p>A trap which has the heavier foreshadowing so that spotting it and defeating it "is something any person could do." in my gsme is seen as scenery or terrain, not challenge. If it plays a big role it's because of what else is happening around it. Often it's a case of an abandoned trap left to its own mechanisms. </p><p></p><p></p><p>The tasks and challenges that matter, that we spend play time on, that we go into detail on are gonna be ones that wont fall into " It is something any person could do."</p><p></p><p>So , maybe we are not all that different but we just put the spotlight of screen time and detailed "tell me exactly" on different (or fewer) cases.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7796005, member: 6919838"] There are a lot of things in the exchange above worth noting. Both sides using auto-success. Both sides using an explanation of how adjusting odds of success. Your approach needing or requiring what seems to be heavier or more foreshadowing due to player-stated-how focus. You mention standing behind the trapped crossbow chest and avoiding the bolt entirely. But it would seem if that trap sprung a bolt backwards that choice would put you in the line of fire - be the wrong guess. Is that a guess or would foreshadowing automatically provide them with info showing where to stand? But finally we get to this... " It is something any person could do." This to me gets to the key. In my games the cases where we want to spend in-game time, player to GM exchanges, careful observation of who said what, looking for clues, details on how and where we are standing, etc, etc etc on tasks or challenges that turn out to be resolved as " It is something any person could do." are rare. There are plenty of things we do in character in game that are " something any person could do" but they are mostly quick and done dialog no skills checked type stuff. They are not important. If they do require a check, it is often if not always passive with auto-success. See, side bar, I might indeed have "clues" that a trap is there but they would usually not be part of the general description anyone will see on entering a room but require a passive score of ABC or a proficiency to get as a description. Maybe it will require those and a proximity. That way, you the player dont ein up spending screen time on checks everywhere and traps seem like traps - things to catch folks less skilled than you - not essentially an invite from SAW to play a gsme. A trap which has the heavier foreshadowing so that spotting it and defeating it "is something any person could do." in my gsme is seen as scenery or terrain, not challenge. If it plays a big role it's because of what else is happening around it. Often it's a case of an abandoned trap left to its own mechanisms. The tasks and challenges that matter, that we spend play time on, that we go into detail on are gonna be ones that wont fall into " It is something any person could do." So , maybe we are not all that different but we just put the spotlight of screen time and detailed "tell me exactly" on different (or fewer) cases. [/QUOTE]
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