Charlaquin
Goblin Queen (She/Her/Hers)
Yes, again, that’s what they’re trying to accomplish, but it doesn’t tell me what the character is doing to try and accomplish it.It's pretty obvious if someone is doing an insight that they're ... wait for it ... trying to get insight into the persons mannerisms and behaviors to get a sense of their emotional state.
I’m not so particular as to insist the player say what specifically their character is trying to learn about the NPC’s emotional state, but I need to know what the character is doing to try and learn the NPC’s emotional state. Are they watching the NPC’s body language? Are they listening to the tone and tenor of their voice? What is happening in the game world that the player hopes will result in them achieving their goals?I don't want to "pixel bitch" about having to ask if someone is nervous, lying, hiding something, stumbles over their words a bit only when mentioning Lord Drake or whatever.
If you don’t care to specify that, great. I do, and I would appreciate you not calling it “pixel bitching.”
Nor do they need to; using thieves tools and swinging a sword are both actions the character is taking in the game world. The specific details of that action aren’t terribly important to me, it’s enough that I know in broad strokes what the character is doing.I don't ask people how they're picking a lock or swinging a sword, it's a PC skill not a player skill.
Knowledge checks are a bit odd, people handle them differently. I prefer the player say what they’re trying to recall and where they may have came across that information before.Another example would be history. Either the PC knows a bit of history or they don't. They don't need to justify how they came across it, although as long as they don't go overboard it can be fun.
There are occasionally situations in my games where climbing involves a check, it’s just not typically required. But if a dangerous situation arises while climbing, yeah, a check may be necessary.Really? Going up a stairs or ladder does not, climbing a wall or cliff that does certainly does. Maybe it never matters in your games, but occasionally it has in mine, in games I've played and in streamed games that I watch.
Sure, and if it does matter, a roll should definitely be called for.There are often times where the PCs have no idea if time matters. But if you spend a few seconds unlocking a door the odds of having a chance encounter are significantly lessened.
Of course.As always, just explaining what I do.
It’s not a strict action declaration structure. I just need to know what the player wants to accomplish and what the character does in the fiction to try and bring about that result.I'd have to see an actual play session or examples, but I see no value in having strict declaration of action structure in the game.