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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="tetrasodium" data-source="post: 9505393" data-attributes="member: 93670"><p>No, that is blatantly incorrect. The "main purpose" of that lock is not simply to focus the spotlight and because the hypothetical "Oh I'm an urchin so I have lockpicking" PC has more to contribute to the party than picking locks or disabling traps. Going beyond that and trying to offer this incredibly simplistic lecture style beginning intro to GM 101 "advice" as somehow meeting the bar of using Leverage as an example demonstrates just how unreasonable the claim is.</p><p></p><p>The "Main Purpose" behind obstacles like locked doors is to create a point where players need to choose between different options and take steps to enact one choice over another. If you were to actually present a Leverage style challenge in a game of d&d it most certainly would look less like a mere lock absolutely standard oldest of old school dungeon crawl hazzards along the lines of patrols & more like:</p><p>[spoiler="This 4 year old post"]</p><p></p><p>[/spoiler]</p><p>Unfortunately the 5e skill system you are attempting to pin a gold star on works against doing such things on every level it could possibly do so even though past editions had tools that offered varying degrees of useful support to the GM.</p><p></p><p>Also you never answered the question about play by post gameplay.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9505393, member: 93670"] No, that is blatantly incorrect. The "main purpose" of that lock is not simply to focus the spotlight and because the hypothetical "Oh I'm an urchin so I have lockpicking" PC has more to contribute to the party than picking locks or disabling traps. Going beyond that and trying to offer this incredibly simplistic lecture style beginning intro to GM 101 "advice" as somehow meeting the bar of using Leverage as an example demonstrates just how unreasonable the claim is. The "Main Purpose" behind obstacles like locked doors is to create a point where players need to choose between different options and take steps to enact one choice over another. If you were to actually present a Leverage style challenge in a game of d&d it most certainly would look less like a mere lock absolutely standard oldest of old school dungeon crawl hazzards along the lines of patrols & more like: [spoiler="This 4 year old post"] [/spoiler] Unfortunately the 5e skill system you are attempting to pin a gold star on works against doing such things on every level it could possibly do so even though past editions had tools that offered varying degrees of useful support to the GM. Also you never answered the question about play by post gameplay. [/QUOTE]
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