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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="hawkeyefan" data-source="post: 9697486" data-attributes="member: 6785785"><p>The reason why the lock pick attempt might be louder on a failed roll is very simple; it’s because one way to fail at lockpicking would be to make such a racket that you attract attention. </p><p></p><p>That you may not like this idea for some reason does not mean it makes no sense.</p><p></p><p></p><p></p><p>But the players are making decisions in real time, why would the outcome of their decisions not also happen in real time? </p><p></p><p>Like, if I as a player have a choice between moving into the forest hex or into the hills hex, I expect that you as a GM need to know which I’ll choose so that you can then roll on the correct encounter table. </p><p></p><p>If I, as player, choose to have my character spend time searching a room for a secret door, I expect that you as GM need to wait until I’ve done that to roll for a random encounter. How would you know I’d have the character search and therefore trigger the roll? </p><p></p><p>Why would these things “already exist in the world” until made to exist in response to the characters’ actions?</p><p></p><p></p><p></p><p>Well, this is the standard way of doing it. You have your own way, and that’s fine… but it just makes your appeals to RAW for my suggestions but not yours stand out all the more. </p><p></p><p></p><p></p><p>No it wasn’t. In the fiction, sure, we can easily imagine the farrier has been there all along. But the same can be said for all these other things… the cook, the guard, the farrier… in the fiction, yes, they’re all there. At the table, each is added to play by some trigger. </p><p></p><p></p><p></p><p>I’ve not been comparing skilled vs. unskilled. It’s been about a skilled practitioner all along. That skilled practitioner may pick the lock quietly, or may do so unquietly, depending on the quality of their attempt.</p><p></p><p> A successful roll means they were quiet… they succeeded. A failed roll means they were not quiet and drew some attention… they failed. </p><p></p><p></p><p></p><p></p><p>Cool, I never mentioned someone without skill doing it. Not sure where you got that from. </p><p></p><p></p><p></p><p>Well, rulings not rules is RAW, and that’s what this would be. Seems totally sensible for a DM to make this ruling given the circumstances. </p><p></p><p></p><p></p><p></p><p>No, you’re applying the term differently to different instances. </p><p></p><p>I don’t know what you mean by “applying the term to both sides of this discussion”.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9697486, member: 6785785"] The reason why the lock pick attempt might be louder on a failed roll is very simple; it’s because one way to fail at lockpicking would be to make such a racket that you attract attention. That you may not like this idea for some reason does not mean it makes no sense. But the players are making decisions in real time, why would the outcome of their decisions not also happen in real time? Like, if I as a player have a choice between moving into the forest hex or into the hills hex, I expect that you as a GM need to know which I’ll choose so that you can then roll on the correct encounter table. If I, as player, choose to have my character spend time searching a room for a secret door, I expect that you as GM need to wait until I’ve done that to roll for a random encounter. How would you know I’d have the character search and therefore trigger the roll? Why would these things “already exist in the world” until made to exist in response to the characters’ actions? Well, this is the standard way of doing it. You have your own way, and that’s fine… but it just makes your appeals to RAW for my suggestions but not yours stand out all the more. No it wasn’t. In the fiction, sure, we can easily imagine the farrier has been there all along. But the same can be said for all these other things… the cook, the guard, the farrier… in the fiction, yes, they’re all there. At the table, each is added to play by some trigger. I’ve not been comparing skilled vs. unskilled. It’s been about a skilled practitioner all along. That skilled practitioner may pick the lock quietly, or may do so unquietly, depending on the quality of their attempt. A successful roll means they were quiet… they succeeded. A failed roll means they were not quiet and drew some attention… they failed. Cool, I never mentioned someone without skill doing it. Not sure where you got that from. Well, rulings not rules is RAW, and that’s what this would be. Seems totally sensible for a DM to make this ruling given the circumstances. No, you’re applying the term differently to different instances. I don’t know what you mean by “applying the term to both sides of this discussion”. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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