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General Tabletop Discussion
*Dungeons & Dragons
Separating challenge and complexity in monster design
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<blockquote data-quote="ProgBard" data-source="post: 7015771" data-attributes="member: 6803722"><p>LOL, yes, that makes sense too. The protocols of skill checks are one of those things a table has to work out on its own. There are good reasons for all kinds of approaches, and yours has the additional benefit of cutting off the "I'm using Investigation!" callout while the die's already rolling as the characters walk into the room.</p><p></p><p>I don't mind players asking to use specific skills, because I like seeing my group find creative ways to employ what's on their character sheets and I'm eager to reward that kind of engagement. But in practice it often goes by default the way you describe, with players saying what they'd like to do and me adjudicating the kind of check that would cover it. Either way, I try to be relaxed and groovy about it and say Yes as much as I can manage.</p><p></p><p>For that specific example, I'd want a roll to see if it's a "dashing success with extra coolness" or a "success, but with complications" (which is how I'd rule anything above a crit fail), because I like the opportunities randomness would potentially introduce and the extra factors any result might add to the scene. But that's just me, and my way is not the only way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ProgBard, post: 7015771, member: 6803722"] LOL, yes, that makes sense too. The protocols of skill checks are one of those things a table has to work out on its own. There are good reasons for all kinds of approaches, and yours has the additional benefit of cutting off the "I'm using Investigation!" callout while the die's already rolling as the characters walk into the room. I don't mind players asking to use specific skills, because I like seeing my group find creative ways to employ what's on their character sheets and I'm eager to reward that kind of engagement. But in practice it often goes by default the way you describe, with players saying what they'd like to do and me adjudicating the kind of check that would cover it. Either way, I try to be relaxed and groovy about it and say Yes as much as I can manage. For that specific example, I'd want a roll to see if it's a "dashing success with extra coolness" or a "success, but with complications" (which is how I'd rule anything above a crit fail), because I like the opportunities randomness would potentially introduce and the extra factors any result might add to the scene. But that's just me, and my way is not the only way. :) [/QUOTE]
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Separating challenge and complexity in monster design
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