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Restricting rerolls in D&D
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<blockquote data-quote="Herremann the Wise" data-source="post: 5473157" data-attributes="member: 11300"><p>I think this is a really interesting thread - love this sort of stuff.</p><p></p><p>Firstly, I'll state that I'm a simulationist type of guy. I'm not a fan for creating a psuedo-game out of something when it is not necessary or called for. Throwing in a skill challenge for no great purpose is a waste of everyone's time in my opinion. I much prefer the idea of skill challenges as an organic part of the action that the players perhaps don't even know that they're in.</p><p></p><p>Anyway, the boulder situation as presented seems of adventuring significance to me in only two different situations.</p><p></p><p><strong>1) </strong><strong>Combat Mode</strong>: Can the boulder be quickly moved so as to open an escape route, be pushed off of a ledge onto something, be used to block access to something, be done quietly/quickly enough before an enemy is alerted etc.</p><p>In this situation, you do your strength check and let the roll stand, with the obvious option provided for repeated efforts while they are able to.</p><p></p><p><strong>2) Exploration Mode</strong>: Can the boulder be moved by the group: <strong><em>yes </em></strong>or <strong><em>no</em></strong>! Can they access this particular area at this point in the campaign? Can the party move the boulder and avoid a future draining encounter before the ultimate encounter of the scenario? In this situation, you are not looking for a maybe, just a simple yes or no. Randomizing things with a maybe does not ratchet up excitement - for such things, you are really looking at option 1. No point wasting time and making the players (or some of the players) feel like the skills they have invested in their character have not been given adequate scope.</p><p></p><p>Personally I handle this exploration mode situation with a basic check to begin with (strength with assistance or whatever the player's tell me they are doing). If this works cool, the players either feel empowered that they handled a difficult situation easily or they are made aware that this boulder is going to be pretty tough. Their character's abilities and prowess is re-inforced or they are informed a little more about the world around them. However, if they fail and want to try again, I see little point in turning it into a game that can only emphasize the randomness of rolling, over the abilities they have invested in their characters. For me, the DC of moving the boulder is set and immovable. I assume the strongest character takes 20 and highlight how many people can reasonably assist. They get the strongest character's modifier, they get the requisite number of +2's, and if they can think of something smart to lever the boulder and situation, I'll throw in a bonus (or a possible penalty if the idea won't work for whatever reason). Does this beat the DC? Yes or No. Does this take them a while? Yes. Can we now get on with the resulting action in the game? Yes please.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5473157, member: 11300"] I think this is a really interesting thread - love this sort of stuff. Firstly, I'll state that I'm a simulationist type of guy. I'm not a fan for creating a psuedo-game out of something when it is not necessary or called for. Throwing in a skill challenge for no great purpose is a waste of everyone's time in my opinion. I much prefer the idea of skill challenges as an organic part of the action that the players perhaps don't even know that they're in. Anyway, the boulder situation as presented seems of adventuring significance to me in only two different situations. [B]1) [/B][B]Combat Mode[/B]: Can the boulder be quickly moved so as to open an escape route, be pushed off of a ledge onto something, be used to block access to something, be done quietly/quickly enough before an enemy is alerted etc. In this situation, you do your strength check and let the roll stand, with the obvious option provided for repeated efforts while they are able to. [b]2) Exploration Mode[/B]: Can the boulder be moved by the group: [B][I]yes [/I][/B]or [B][I]no[/I][/B]! Can they access this particular area at this point in the campaign? Can the party move the boulder and avoid a future draining encounter before the ultimate encounter of the scenario? In this situation, you are not looking for a maybe, just a simple yes or no. Randomizing things with a maybe does not ratchet up excitement - for such things, you are really looking at option 1. No point wasting time and making the players (or some of the players) feel like the skills they have invested in their character have not been given adequate scope. Personally I handle this exploration mode situation with a basic check to begin with (strength with assistance or whatever the player's tell me they are doing). If this works cool, the players either feel empowered that they handled a difficult situation easily or they are made aware that this boulder is going to be pretty tough. Their character's abilities and prowess is re-inforced or they are informed a little more about the world around them. However, if they fail and want to try again, I see little point in turning it into a game that can only emphasize the randomness of rolling, over the abilities they have invested in their characters. For me, the DC of moving the boulder is set and immovable. I assume the strongest character takes 20 and highlight how many people can reasonably assist. They get the strongest character's modifier, they get the requisite number of +2's, and if they can think of something smart to lever the boulder and situation, I'll throw in a bonus (or a possible penalty if the idea won't work for whatever reason). Does this beat the DC? Yes or No. Does this take them a while? Yes. Can we now get on with the resulting action in the game? Yes please. Best Regards Herremann the Wise [/QUOTE]
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