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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Stormonu" data-source="post: 9545010" data-attributes="member: 52734"><p>If you get down to brass tacks, combat could be done diceless or with a single roll as well.</p><p></p><p>The dice are there for "fairly" randomizing a chance of success where player knowledge/skill is not necessarily the same as the character. If you're playing a "your character knows what you know/can do what you do", then there's no reason to roll. If there's doubt about how well that character would do, throw the dice. But don't roll for things that aren't in doubt or don't have some sort of consequence or change in the game state for success or failure - even if it just means in the case of the locked door that the players need to resort to knocking the door down, breaking the lock, knocking to get someone to answer or just leaving it alone.</p><p></p><p>In the secret door case, unless you're showing to the players a picture of the hallways they're tromping through (including the faint outline of the door), the characters have a completely different sense that what the players at the table may have and it's perfectly fine to make a roll to see if the character perhaps spots, infers or somehow glosses over the presence of that secret door.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9545010, member: 52734"] If you get down to brass tacks, combat could be done diceless or with a single roll as well. The dice are there for "fairly" randomizing a chance of success where player knowledge/skill is not necessarily the same as the character. If you're playing a "your character knows what you know/can do what you do", then there's no reason to roll. If there's doubt about how well that character would do, throw the dice. But don't roll for things that aren't in doubt or don't have some sort of consequence or change in the game state for success or failure - even if it just means in the case of the locked door that the players need to resort to knocking the door down, breaking the lock, knocking to get someone to answer or just leaving it alone. In the secret door case, unless you're showing to the players a picture of the hallways they're tromping through (including the faint outline of the door), the characters have a completely different sense that what the players at the table may have and it's perfectly fine to make a roll to see if the character perhaps spots, infers or somehow glosses over the presence of that secret door. [/QUOTE]
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