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<blockquote data-quote="GMMichael" data-source="post: 6238405" data-attributes="member: 6685730"><p>Regarding save-or-die traps and trap placement: Dungeonscape was an excellent book on these topics. The book also brought the "encounter trap," which required more PC involvement in the encounter than "great, I saved."</p><p></p><p>Rolling for knowledge is something of which I'm not a big fan, which is why I like to start my PCs at first level. If you play your character from the bottom, you know what he knows by the time he gets to the top.</p><p></p><p>But if a character -starts- at mid to high level, only a dense backstory will cover all the bases of what a character knows. Without that, you really need to roll those knowledge checks.</p><p></p><p>So yes, my rule is "roleplay first." If the character is better at something than the player is, permit a roll to make up the difference. If the character is really good at finding secret doors, give the player lots of hints - not the puzzle's answer.</p><p> [MENTION=66434]ExploderWizard[/MENTION]: The part of the playtest packs that bugged me the most about Next was well, Next. Since I was hoping for a more direct return to 3.5, I started writing my own RPG instead.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6238405, member: 6685730"] Regarding save-or-die traps and trap placement: Dungeonscape was an excellent book on these topics. The book also brought the "encounter trap," which required more PC involvement in the encounter than "great, I saved." Rolling for knowledge is something of which I'm not a big fan, which is why I like to start my PCs at first level. If you play your character from the bottom, you know what he knows by the time he gets to the top. But if a character -starts- at mid to high level, only a dense backstory will cover all the bases of what a character knows. Without that, you really need to roll those knowledge checks. So yes, my rule is "roleplay first." If the character is better at something than the player is, permit a roll to make up the difference. If the character is really good at finding secret doors, give the player lots of hints - not the puzzle's answer. [MENTION=66434]ExploderWizard[/MENTION]: The part of the playtest packs that bugged me the most about Next was well, Next. Since I was hoping for a more direct return to 3.5, I started writing my own RPG instead. [/QUOTE]
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