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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="Swarmkeeper" data-source="post: 8442857" data-attributes="member: 6921763"><p>Right, I'm not [USER=6779196]@Charlaquin[/USER], but it's really situation dependent. If the trap was contact poison on the shiny handle then, no, I would not call for a roll yet. There's no possible danger at this point. The PC would automatically succeed to know the space under the draw was safe. The PC also might gain a clue since they are up close to the drawer at this point. Maybe the shiny handle shimmers in a strange way when so close to it, or emits a slight sour odor, or whatever, dropping the DC or even granting advantage on the next thing the PC tries, if a roll is even needed. </p><p></p><p>The phrasing "do I get a roll" is standing out to me and might be the key to coming to an understanding. In this playstyle, you really don't want to resort to the dice to decide your PC's fate because every time the dice come out you, as player, know there is a meaningful consequence of failure that could cost your PC dearly. To mitigate this, coming up with an approach that favors auto-success is ideal. Short of that, the player would try to come up with an approach that will favor their PC's best abilities to get the lowest DC possible and best modifiers (perhaps also using, as appropriate, buffs and/or inspiration and/or help) to favor success. </p><p></p><p></p><p>The trap <em>is</em> hidden, I was just pointing out one potential environmental context clue. It's easy to solve in an obvious example on a forum when you know what's coming. There's more to a room description than the chest and there's many, many other ways to telegraph danger that may or may not be immediately obvious to the players. "There's a chest in the corner of the room. And a dead body next to the chest" (or a blood stain on the lock or next to the chest is an empty bottle labeled in elven script 'antivenom' or something else as obvious or not obvious as you want...) The idea is to give the player something to gnaw on so they can make an informed decision. Sometimes, the bad thing happens anyway because of a failed roll but, if I've done my job as DM, the players realize they missed a clue that might have helped them change up their approach.</p><p></p><p></p><p>Yes!</p><p></p><p></p><p>Oh, good. With all your talk of pixels and gotchas and mind reading, I honestly wasn't sure where you were going with the discussion.</p><p></p><p></p><p>Sure. Not a game I'd find fun but who am I to say it wouldn't be fun for someone else.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8442857, member: 6921763"] Right, I'm not [USER=6779196]@Charlaquin[/USER], but it's really situation dependent. If the trap was contact poison on the shiny handle then, no, I would not call for a roll yet. There's no possible danger at this point. The PC would automatically succeed to know the space under the draw was safe. The PC also might gain a clue since they are up close to the drawer at this point. Maybe the shiny handle shimmers in a strange way when so close to it, or emits a slight sour odor, or whatever, dropping the DC or even granting advantage on the next thing the PC tries, if a roll is even needed. The phrasing "do I get a roll" is standing out to me and might be the key to coming to an understanding. In this playstyle, you really don't want to resort to the dice to decide your PC's fate because every time the dice come out you, as player, know there is a meaningful consequence of failure that could cost your PC dearly. To mitigate this, coming up with an approach that favors auto-success is ideal. Short of that, the player would try to come up with an approach that will favor their PC's best abilities to get the lowest DC possible and best modifiers (perhaps also using, as appropriate, buffs and/or inspiration and/or help) to favor success. The trap [I]is[/I] hidden, I was just pointing out one potential environmental context clue. It's easy to solve in an obvious example on a forum when you know what's coming. There's more to a room description than the chest and there's many, many other ways to telegraph danger that may or may not be immediately obvious to the players. "There's a chest in the corner of the room. And a dead body next to the chest" (or a blood stain on the lock or next to the chest is an empty bottle labeled in elven script 'antivenom' or something else as obvious or not obvious as you want...) The idea is to give the player something to gnaw on so they can make an informed decision. Sometimes, the bad thing happens anyway because of a failed roll but, if I've done my job as DM, the players realize they missed a clue that might have helped them change up their approach. Yes! Oh, good. With all your talk of pixels and gotchas and mind reading, I honestly wasn't sure where you were going with the discussion. Sure. Not a game I'd find fun but who am I to say it wouldn't be fun for someone else. [/QUOTE]
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