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Community
General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Bill Zebub" data-source="post: 9545333" data-attributes="member: 7031982"><p>My issue here is the zero cost of failure. If one player doesn't know anything about trolls, aren't they all going to say, "Can I roll?" And while that's not <em>really</em> a problem, the fact that it happens suggests to me that something isn't working well.</p><p></p><p>In combat, I might give them a choice: "I'll let you roll, and if you fail I'll still give you the information, but you'll miss your turn because you were thinking so hard."</p><p></p><p>Outside of combat....? I don't know; if they have relevant skills and attributes maybe just give it to them?</p><p></p><p></p><p></p><p></p><p>Honestly I don't actually play that way. I just let the player decide. But it's my answer to people who think that what's good for the goose is good for the gander.</p><p></p><p></p><p></p><p></p><p>Oh that's a hard one! How devious! (I should have known I could count on you.)</p><p></p><p>Umm.....</p><p></p><p>It seems to me that as long as a critical item (e.g. a magic item) is not the object being stolen, the stakes are not so high that it's unfair to let the thief automatically succeed. So this is not well thought out, but a couple of ideas:</p><ol> <li data-xf-list-type="ol">Let the players learn from an NPC that Strahd does this (maybe telling a story about it happened to this poor vampire hunter who wandered through). If they catch on and take precautions, they stop the theft. Otherwise the object is gone.</li> <li data-xf-list-type="ol">Same as above, but with some kind of cost for staying up night.</li> </ol></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9545333, member: 7031982"] My issue here is the zero cost of failure. If one player doesn't know anything about trolls, aren't they all going to say, "Can I roll?" And while that's not [I]really[/I] a problem, the fact that it happens suggests to me that something isn't working well. In combat, I might give them a choice: "I'll let you roll, and if you fail I'll still give you the information, but you'll miss your turn because you were thinking so hard." Outside of combat....? I don't know; if they have relevant skills and attributes maybe just give it to them? Honestly I don't actually play that way. I just let the player decide. But it's my answer to people who think that what's good for the goose is good for the gander. Oh that's a hard one! How devious! (I should have known I could count on you.) Umm..... It seems to me that as long as a critical item (e.g. a magic item) is not the object being stolen, the stakes are not so high that it's unfair to let the thief automatically succeed. So this is not well thought out, but a couple of ideas: [LIST=1] [*]Let the players learn from an NPC that Strahd does this (maybe telling a story about it happened to this poor vampire hunter who wandered through). If they catch on and take precautions, they stop the theft. Otherwise the object is gone. [*]Same as above, but with some kind of cost for staying up night. [/LIST] [/QUOTE]
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Renamed Thread: "The Illusion of Agency"
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