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Rodney Thompson: Non-Combat Encounters
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4113478" data-attributes="member: 710"><p>He was lamenting. Maybe he "accidently" also dangled a cool subystem in front of you, but was not his intention. l</p><p></p><p></p><p>This is only part of the escape. The next step is "you are in the sewers. How do you avoid the Guards finding you there"? The implicit idea is each succesful check means less and less guards can track you, until you finally reached a point where you have evaded the guards _and_ left the city. If this would have been the "final" check in a sequence of rolls, the sewer might have a fast exit from the city, and the guards didn't follow you. If it was just one of many to come, the guards might eventually begin searching the sewer, too, and you need to hide from them. </p><p></p><p>The roleplaying part is where the player decides what his character would try. Off course the character would also try to use his strengths. If the player isn't very creative "I will try to remember which route the citizens used in the past to get out of the city". The DM might decide that this is okay, or that this is very hard (since it's too specific to know from history), or just say it doesn't work. </p><p>Interesting question is how you use "this doesn't work". Simplest approach might be "tell the DM something until he allows you to roll", but an alternative might be to still let the player roll - but only to see if he wasted time (successes don't count, but failures do).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4113478, member: 710"] He was lamenting. Maybe he "accidently" also dangled a cool subystem in front of you, but was not his intention. l This is only part of the escape. The next step is "you are in the sewers. How do you avoid the Guards finding you there"? The implicit idea is each succesful check means less and less guards can track you, until you finally reached a point where you have evaded the guards _and_ left the city. If this would have been the "final" check in a sequence of rolls, the sewer might have a fast exit from the city, and the guards didn't follow you. If it was just one of many to come, the guards might eventually begin searching the sewer, too, and you need to hide from them. The roleplaying part is where the player decides what his character would try. Off course the character would also try to use his strengths. If the player isn't very creative "I will try to remember which route the citizens used in the past to get out of the city". The DM might decide that this is okay, or that this is very hard (since it's too specific to know from history), or just say it doesn't work. Interesting question is how you use "this doesn't work". Simplest approach might be "tell the DM something until he allows you to roll", but an alternative might be to still let the player roll - but only to see if he wasted time (successes don't count, but failures do). [/QUOTE]
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Rodney Thompson: Non-Combat Encounters
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