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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="Charlaquin" data-source="post: 8441345" data-attributes="member: 6779196"><p>Yes, again, that’s what they’re <em>trying to accomplish,</em> but it doesn’t tell me what the character is doing to try and accomplish it.</p><p></p><p>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 <em>doing</em> 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?</p><p></p><p>If you don’t care to specify that, great. I do, and I would appreciate you not calling it “pixel bitching.” </p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>There are occasionally situations in my games where climbing involves a check, it’s just not <em>typically</em> required. But if a dangerous situation arises while climbing, yeah, a check may be necessary.</p><p></p><p>Sure, and if it does matter, a roll should definitely be called for.</p><p></p><p>Of course.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8441345, member: 6779196"] Yes, again, that’s what they’re [I]trying to accomplish,[/I] but it doesn’t tell me what the character is doing to try and accomplish it. 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 [I]doing[/I] 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? 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. 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. There are occasionally situations in my games where climbing involves a check, it’s just not [I]typically[/I] required. But if a dangerous situation arises while climbing, yeah, a check may be necessary. Sure, and if it does matter, a roll should definitely be called for. Of course. 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. [/QUOTE]
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