Rodney Thompson: Non-Combat Encounters

satori01 said:
"Yes You Can" is a great game philosophy especially as it applies to skills. One of the worst things about 3.X is so many of the skills have easily forgotten rules and specific rules....Jump & Hide I am looking at you.

I Like that skill should be broadened. A single History check, as opposed to one posters suggestion that the History check should give a bonus on a Knowledge local check. Specifiably detailing every aspect of a skill can lead to rigid thinking, and frankly some redundancy,
I don't see a problem with some redundancy from skills. A little overlap is not a bad thing. It allows two characters to arrive at the same solution drawing on knowledge appropriate to the character background.

does one truly need Spellcraft and Arcana. ....pretty much a character if they have one, will have the other.
As far as I am concered, yes, one does need both skills. Just because one knows about things like dragons, constructs and magical beasts does not mean they know anything about the things coverd by spellcraft. Ymmv.


Yet in 3.5 you pretty much have to play a rogue to get Use Rope, Balance, Climb.
Not if your DM uses customizing a charater from the PHB (p.94/3.0 , p.110/3.5).
 

log in or register to remove this ad

mattcolville said:
I find some players really enjoy this, but most players don't like it. In my experience. They want to believe the world exists, is real. Not just something you made up. Letting them make part of it up damages this. In some cases, destroys it.

Strangely I have experienced the opposite. Once players start playing in games that allow this mechanically, they hate playing games that dont let you do it.
 

i accidently deleted the folllowing from my post.
satori01 said:
would it not be safe to say the Profession Sailor: pretty much allows for
knowledge and use of ropes, balance, and sailing terms.

I think some broad skills are in order. I personally allow Handle Animal to Appraise the quality of horses, Armor smithing to appraise the quality of weapons, etc. However, this is also in the DMG as an option.
I even went as far as creating a Knowledge (culture) skill in my games. It covers things like social mores, laws, traditions, popular games, cultural history and common religious knowledge and practices for a specific culture. However, each culture has to be developed seperately. You normally will not know who the mayor of the local city, who the local blacksmith, the members of the local guild, local crime bosses etc. which will be Knowledge (local) (or possibly Streetwise). It will not provide a broad knowledge of history or religions that covers multiple cultures or mult that one would receive from the Knowledge (History) and Knowledge (Religion) skills will give respectively. It also will not give reallly indepth knowledge of a religious practitioner just access to what the common person would know.








.
 

Derren said:
I agree. There has been so much talk about how awesome 4E will be that I am actually turned off by all this promises. They should show some mechanics instead of always repeating the same thing over and over again.
Agreed
 

Haffrung Helleyes said:
Well, assuming they are being held captive, they could:

1) have one of them fake an illness/heart attack and try to overpower whoever comes to check on them

2) try to bribe one of their guards

3) use magic to signal someone outside who could bust them out

All of these options are considerably less trite than a player just inventing a laundry chute in a prison cell. They also leave the narrative responsibility in the hands of the DM, where I think it belongs in D&D.

Ken

How are any of your examples less trite than asking if there is a ventilation shaft (sorry now it's a implausible laundry chute that 'magically appears')?

trite adj - "lacking in freshness or effectiveness because of constant use or excessive repetition; hackneyed; stale"

All of your examples are just as trite as the ventilation shaft as all four examples have been portrayed in various media.

The point of the article was to ne flexible and work with player's solutions to problems to make the game more interesting for the player. Some DMs here seem to take it personally when it is suggested that the players may actually have good story ideas too. :eek:

Edit: And if you let the players join in the creative process you are more likely to discover ideas that are not trite.
 
Last edited:

Perhaps I could have used a better adjective than 'Trite', since the definition you point out wasn't exactly what I was trying to convey.

In an RPG my suspension of disbelief can only go so far. I find the idea that someone could make a History check or whatever to find a passage out of their prison cell just too hard to believe.

Also, you and I have a fundamental disagreement over whether it's a good thing for the PCs to take over the narrative. In my opinion, the game is most fun when the players assume control over their characters actions, and the GM keeps control of what the world is like.

The problem with players taking narrative control is that there aren't any good boundaries for how far that control should go. Can the player use his History check to find a sewer entrance? OK, if that works, how about finding a loaded crossbow in a barrel? Or a treasure chest? I just disagree with the whole approach to roleplaying; I rejected it in my games in the 80s and 90s when the Storyteller system came into vogue, and I reject it now. It isn't fun for me; nor is it for the friends I have grown up playing RPGs with over the years.

When the PCs get captured, having the game stay fun does demand that they find a way to escape, since it isn't fun to roleplay staying in a prison cell for years on end. But I think that there are lots of ways to have that happen that are a lot more believable than just finding a secret passage leading out of your cell because you're a great historian.

Bribing a guard, for example. You're right that I shouldn't have used the word 'trite', because the truth is, we do see this in media a lot. But we see it in films and TV shows precisely because it's believable; it's more believeable in '24', for example, for Jack Bauer to overpower his guard by feigning illness, or bribe him, or be rescued by his friends, than for Jack Bauer to find a secret passage leading out of his prison cell.

But let's take this example ; bribing the guard . In my opinion, it should require one of a few specific skills (Bluff, or Diplomacy, for example). It isn't a good idea for the DM to let someone use their 'History' skill to bribe the guard.

I suppose some player could say that he used his History skill to remember that a distinguishing characteristic of the guard's face meant that he was a member of a family/clan that had been ancient allies of the PC.

But that would be a poor thing for the DM to allow, because allowing a PC to become a 'one-trick skill pony' diminishes the role of the skill system, devaluing the choice that the rogue made, for example, when he took a class that offered less combat power and more skill choices, rather than just playing an 8 INT Fighter and putting all his skill points into History. When you're thrown into prison, it should be good time to be a Rogue.

Ken



Vyvyan Basterd said:
How are any of your examples less trite than asking if there is a ventilation shaft (sorry now it's a implausible laundry chute that 'magically appears')?

trite adj - "lacking in freshness or effectiveness because of constant use or excessive repetition; hackneyed; stale"

All of your examples are just as trite as the ventilation shaft as all four examples have been portrayed in various media.

The point of the article was to ne flexible and work with player's solutions to problems to make the game more interesting for the player. Some DMs here seem to take it personally when it is suggested that the players may actually have good story ideas too. :eek:

Edit: And if you let the players join in the creative process you are more likely to discover ideas that are not trite.
 

Just to reiterate a point that's been mentioned (and apparently missed) multiple times...

The DM still has the option to decide that a certain skill is simply not appropriate to a given challenge. If the PCs are in a cell in a kingdom they've never heard of, obviously a History check won't help them find a way out.

The system encourages the DM to accept unorthodox and creative solutions, but it doesn't mandate that every idea a PC tries has to work.
 

Haffrung Helleyes said:
The problem with players taking narrative control is that there aren't any good boundaries for how far that control should go. Can the player use his History check to find a sewer entrance? OK, if that works, how about finding a loaded crossbow in a barrel? Or a treasure chest?

Do you really not see the difference between those examples? Being well-versed in history can plausibly allow you to remember a mostly forgotten and unused system of tunnels under a city. Being well-versed in history won't let you remember that Tom the Adventuresome Baker left a crossbow in a barrel while being seduced by Rachel the Slutty Apple-Seller last week.

One allows for narrative excitement and expands on the world in a way you hadn't already thought of. The second is just the players attempting to break the game in a way the DM obviously shouldn't allow. In a similar fashion, a player shouldn't be able to leap over a 40 foot wall just because he rolled a 20 on an untrained skill check.
 

To me, all three are implausible , with the second and third example becoming progressively more so. You are actually illustrating my point -- that the problem with ceding narrative control to the players is that no one will agree on where the line between plausible and implausible will lie. I prefer having one person (the DM) who constructs a narrative description of the world, for that reason.

Ken
 

As an aside, if you were going to implement the PC getting lucky and finding a previously unknown sewer entrance, I think an actual luck mechanic would be in order. In an eberron game you could use an action point for this -- I think it would be appropriate to use a scarce, not easily renewed resource to implement someone getting so unbelievablly lucky as to have the sewer entrance present itself in the dead end alley just as they need it.

In 4E, since action points renew themselves at the end of every encounter, I don't think this would work.

Ken
 

Remove ads

Top