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Roll for Effect or Intent?
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<blockquote data-quote="Dausuul" data-source="post: 9749028" data-attributes="member: 58197"><p>My ideal, though implementation is challenging, is "roll for circumstances."</p><p></p><p>In other words: Action resolution is handled through a mix of roleplay and deterministic rules. You either have the skill to open a given lock, or you don't. The dice then tell you what complications you have to deal with: Maybe the guard on patrol will arrive before you have time to get the lock open. Maybe the lock is rusted and you'll damage your lockpicks opening it (compromising your ability to get past the next one). Maybe the light here is bad and you can't open the lock without more illumination. Maybe you detect someone on the other side of the door who will hear you working.</p><p></p><p>The key here is that the random element puts a challenge in front of you, and then you figure out how to meet it with the tools at hand. The guard is coming, what do you want to do about that? Maybe you look for another way in. Maybe you send the bard to chat up the guard and buy you time. Maybe you set an ambush. Because you roll <em>before</em> attempting the task, your choices are more meaningful, and you don't get the scenario where the expert rolls a series of nat 1s and looks like an idiot.</p><p></p><p>The hard part is coming up with a table of complications or circumstances that can apply in a given scenario, without putting an insane burden on the DM. This seems like something an LLM-based tool might be super helpful with.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 9749028, member: 58197"] My ideal, though implementation is challenging, is "roll for circumstances." In other words: Action resolution is handled through a mix of roleplay and deterministic rules. You either have the skill to open a given lock, or you don't. The dice then tell you what complications you have to deal with: Maybe the guard on patrol will arrive before you have time to get the lock open. Maybe the lock is rusted and you'll damage your lockpicks opening it (compromising your ability to get past the next one). Maybe the light here is bad and you can't open the lock without more illumination. Maybe you detect someone on the other side of the door who will hear you working. The key here is that the random element puts a challenge in front of you, and then you figure out how to meet it with the tools at hand. The guard is coming, what do you want to do about that? Maybe you look for another way in. Maybe you send the bard to chat up the guard and buy you time. Maybe you set an ambush. Because you roll [I]before[/I] attempting the task, your choices are more meaningful, and you don't get the scenario where the expert rolls a series of nat 1s and looks like an idiot. The hard part is coming up with a table of complications or circumstances that can apply in a given scenario, without putting an insane burden on the DM. This seems like something an LLM-based tool might be super helpful with. [/QUOTE]
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