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Community
General Tabletop Discussion
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Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Lanefan" data-source="post: 9546291" data-attributes="member: 29398"><p>Because it's uncertain whether you've the skill - or the skill today if it's an off day (i.e. poor roll) - to open the door. Maybe you need to go and find the key - or (much more often IME!) remember you've already found some keys and just bloody try them! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If the players meta-know that if they try to open the door they're automatically going to succeed then there's no downside at all to opening it and no what-to-do-next choice to be made if they can't.</p><p></p><p>In broader principle, I suspect the difference is that I'm quite happy to frustrate the players if the situation would in fact be frustrating for the characters. If they're stuck, they're stuck; and it's on them to either come up with a Plan B or to abandon the thing that has them stuck and move on.</p><p></p><p>Some here (not sure if you specifically or not) seem to want to set it up such that the players are never frustrated or stuck even if the situations suggests they should be.</p><p></p><p>To 1 - if they don't search for traps they won't find any, and they might get nicked if their picking attempt fails; if they do look for and find the trap they can try to disarm it.</p><p></p><p>To 2 - you're nicer than me in that I have it if they break their lockpicking tools then no more lockpicking for you until-unless you can fashion some improvised tools.</p><p></p><p>To 3 - if they specifically listen they'll hear the snoring; if they don't, that's where something akin to passive perception comes in: do they hear it anyway despite not trying to? If they hear it they can take precautions such as muffling their lights, being quiet themselves and-or or casting <em>Silence</em>, and so on.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9546291, member: 29398"] Because it's uncertain whether you've the skill - or the skill today if it's an off day (i.e. poor roll) - to open the door. Maybe you need to go and find the key - or (much more often IME!) remember you've already found some keys and just bloody try them! :) If the players meta-know that if they try to open the door they're automatically going to succeed then there's no downside at all to opening it and no what-to-do-next choice to be made if they can't. In broader principle, I suspect the difference is that I'm quite happy to frustrate the players if the situation would in fact be frustrating for the characters. If they're stuck, they're stuck; and it's on them to either come up with a Plan B or to abandon the thing that has them stuck and move on. Some here (not sure if you specifically or not) seem to want to set it up such that the players are never frustrated or stuck even if the situations suggests they should be. To 1 - if they don't search for traps they won't find any, and they might get nicked if their picking attempt fails; if they do look for and find the trap they can try to disarm it. To 2 - you're nicer than me in that I have it if they break their lockpicking tools then no more lockpicking for you until-unless you can fashion some improvised tools. To 3 - if they specifically listen they'll hear the snoring; if they don't, that's where something akin to passive perception comes in: do they hear it anyway despite not trying to? If they hear it they can take precautions such as muffling their lights, being quiet themselves and-or or casting [I]Silence[/I], and so on. [/QUOTE]
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