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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="Jacob Lewis" data-source="post: 8441365" data-attributes="member: 6667921"><p>There are times when a skill check can be fun, interesting, and engaging. And there are times when it is not. Knowing the difference is a skill both players and GMs acquire through practice and experience. It should <em>not </em>be an arbitrary demand players make just because they are itching to roll more dice during a session. Or because it might uncover a reward (perception), offer an advantage (stealth), or reveal free information (insight) that they did not need to earn. </p><p></p><p>And which is more important: the choices a player makes about their character, or the dice that can ultimately undermine their decisions? A ranger trained in survival or animal handling should be able to accomplish basic or simple tasks. That is why he is a ranger and not a fighter, or wizard, etc. So unless there is a reasonable and interesting narrative that could evolve from a possible bad roll, it should be fine to handwave the minutiae of tasks that don't really challenge or hinder the character/player. </p><p></p><p>But, of course, it can be a matter of personal taste. Players want to roll for everything? No problem, as long as the GM is allowing it. Just keep in mind that the burden is placed on the GM, <em>not the players</em>. </p><p></p><p>Also, there are other game systems that are much better at informing the narrative with game mechanics than the d20.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8441365, member: 6667921"] There are times when a skill check can be fun, interesting, and engaging. And there are times when it is not. Knowing the difference is a skill both players and GMs acquire through practice and experience. It should [I]not [/I]be an arbitrary demand players make just because they are itching to roll more dice during a session. Or because it might uncover a reward (perception), offer an advantage (stealth), or reveal free information (insight) that they did not need to earn. And which is more important: the choices a player makes about their character, or the dice that can ultimately undermine their decisions? A ranger trained in survival or animal handling should be able to accomplish basic or simple tasks. That is why he is a ranger and not a fighter, or wizard, etc. So unless there is a reasonable and interesting narrative that could evolve from a possible bad roll, it should be fine to handwave the minutiae of tasks that don't really challenge or hinder the character/player. But, of course, it can be a matter of personal taste. Players want to roll for everything? No problem, as long as the GM is allowing it. Just keep in mind that the burden is placed on the GM, [I]not the players[/I]. Also, there are other game systems that are much better at informing the narrative with game mechanics than the d20. [/QUOTE]
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