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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9658857" data-attributes="member: 29398"><p>And if the player had "drinking cup" or "empty glass vial with stopper" listed on his character sheet as something he carried in his backpack (given that the character's stated priority is to collect some blood, it seems more than reasonable he'd carry something with him in which to put it), there's no test - he just gets the blood and on you go?</p><p></p><p>These rules largely mirror what I do in my own game - the one roll you make for something represents your best attempt in the time you have (or the best you're gonna do period if time is near-limitless); and to get another roll either you have to try a different approach or something has to otherwise materially change.</p><p></p><p>An example of a material change: you try and fail to bash open a stuck door. Someone casts <em>Enlarge</em> on you thus increasing your height by about 1.5x and your mass by about quadruple; this is a material change so if you try the door again, you'll get another roll (probably with a bonus, too!).</p><p></p><p>This advice, however, points to a game I would very not want to play. Detail can be everything, and often you don't and can't know whether something trivial will be or become important until after - sometimes well after - the fact.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9658857, member: 29398"] And if the player had "drinking cup" or "empty glass vial with stopper" listed on his character sheet as something he carried in his backpack (given that the character's stated priority is to collect some blood, it seems more than reasonable he'd carry something with him in which to put it), there's no test - he just gets the blood and on you go? These rules largely mirror what I do in my own game - the one roll you make for something represents your best attempt in the time you have (or the best you're gonna do period if time is near-limitless); and to get another roll either you have to try a different approach or something has to otherwise materially change. An example of a material change: you try and fail to bash open a stuck door. Someone casts [I]Enlarge[/I] on you thus increasing your height by about 1.5x and your mass by about quadruple; this is a material change so if you try the door again, you'll get another roll (probably with a bonus, too!). This advice, however, points to a game I would very not want to play. Detail can be everything, and often you don't and can't know whether something trivial will be or become important until after - sometimes well after - the fact. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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