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Should charismatic players have an advantage?
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<blockquote data-quote="JamesonCourage" data-source="post: 5743928" data-attributes="member: 6668292"><p>Yes.</p><p></p><p></p><p>I do not consult a chart.</p><p></p><p></p><p>Your criticism is mostly amusing to me. I only have to run the game as believable to my players.</p><p></p><p>You know that saying, "truth is stranger than fiction"? I've found that to be true. In the pursuit of keeping my players immersed, I've erased most sporadic events, such as greatly convenient gusts of wind as ways to justify die rolls. I'd much rather think, "okay, the PC is heading over to jump to the rocks on the other side of the cliff. What's the wind like? Is it howling between the rocks, pushing on him as he goes through? Would it help or hurt him, or just be present but not really affect his movement? Will it be different when he hits the other side, or is it different from the wind pushing on him now?" I can take all of this into account in about 3-5 seconds, and decide before the die is rolled.</p><p></p><p>It may "open me up to criticism" from you or others, but really, it makes basically no difference to me. Complain/critique away. As always, play what you like <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><p></p><p></p><p>As a person? Of course I don't know. As a player? Of course I don't know. As a GM? It's my job to know, and I decide they roll.</p><p></p><p></p><p>I don't do this. Sorry if that's too irregular, I guess.</p><p></p><p></p><p>The Jump check still has other things I can take into account. How close to the ledge was their footing? Did they overstep/understep where they needed to? Did they gauge the distance correctly? These are things purely within the realms of skill of the PC with which the roll was made. I do not need to bring the outside world into account to justify the die roll (that is, there will be no gust of wind, there will be no spontaneously loose dirt where there wasn't before, or the like).</p><p></p><p></p><p>I've taken all the <em>outside</em> factors into play before the roll. Obviously the roll is necessary to determine how well the PC performed, as I've indicated.</p><p></p><p></p><p>Hopefully you can see that saying, "slick ground, -2 on the check" <em>before</em> someone rolls is taking into account <em>current</em> conditions before the check. Then, things <em>within PC control</em> will be decided on the die roll, such as the placement of his foot, gauging the distance, and the like. When I run my game, I usually omit Convenient Gusts Of Wind and the like, as they tend to hurt immersion. Instead, I'll factor for things like wind conditions before the jump is made.</p><p></p><p></p><p>Works for a lot of people. It's how a lot of people I've played with run their game. I don't, and I think my group prefers me running their game for a reason, of which immersion is one. To that end, I'll stick to my techniques, thanks. Yours aren't wrong, and I'd have fun playing in that game. My players would, too. Just not as much fun as the way I do it. Simply, our mileage has varied.</p><p></p><p></p><p>For the abstraction of how well <em>the PC performs</em>, within his own capabilities. That's what I use it for. I don't say, "you rolled low, so something messed you up." I say, "you rolled low, here's how <em>you</em> messed up." You may not like it, and that's fine. You don't have to. I'm not saying you need to play the way I do.</p><p></p><p>I am, however, saying that your assertion about my gaming style is inaccurate. As always, play what you like <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="JamesonCourage, post: 5743928, member: 6668292"] Yes. I do not consult a chart. Your criticism is mostly amusing to me. I only have to run the game as believable to my players. You know that saying, "truth is stranger than fiction"? I've found that to be true. In the pursuit of keeping my players immersed, I've erased most sporadic events, such as greatly convenient gusts of wind as ways to justify die rolls. I'd much rather think, "okay, the PC is heading over to jump to the rocks on the other side of the cliff. What's the wind like? Is it howling between the rocks, pushing on him as he goes through? Would it help or hurt him, or just be present but not really affect his movement? Will it be different when he hits the other side, or is it different from the wind pushing on him now?" I can take all of this into account in about 3-5 seconds, and decide before the die is rolled. It may "open me up to criticism" from you or others, but really, it makes basically no difference to me. Complain/critique away. As always, play what you like :) As a person? Of course I don't know. As a player? Of course I don't know. As a GM? It's my job to know, and I decide they roll. I don't do this. Sorry if that's too irregular, I guess. The Jump check still has other things I can take into account. How close to the ledge was their footing? Did they overstep/understep where they needed to? Did they gauge the distance correctly? These are things purely within the realms of skill of the PC with which the roll was made. I do not need to bring the outside world into account to justify the die roll (that is, there will be no gust of wind, there will be no spontaneously loose dirt where there wasn't before, or the like). I've taken all the [I]outside[/I] factors into play before the roll. Obviously the roll is necessary to determine how well the PC performed, as I've indicated. Hopefully you can see that saying, "slick ground, -2 on the check" [I]before[/I] someone rolls is taking into account [I]current[/I] conditions before the check. Then, things [I]within PC control[/I] will be decided on the die roll, such as the placement of his foot, gauging the distance, and the like. When I run my game, I usually omit Convenient Gusts Of Wind and the like, as they tend to hurt immersion. Instead, I'll factor for things like wind conditions before the jump is made. Works for a lot of people. It's how a lot of people I've played with run their game. I don't, and I think my group prefers me running their game for a reason, of which immersion is one. To that end, I'll stick to my techniques, thanks. Yours aren't wrong, and I'd have fun playing in that game. My players would, too. Just not as much fun as the way I do it. Simply, our mileage has varied. For the abstraction of how well [I]the PC performs[/I], within his own capabilities. That's what I use it for. I don't say, "you rolled low, so something messed you up." I say, "you rolled low, here's how [I]you[/I] messed up." You may not like it, and that's fine. You don't have to. I'm not saying you need to play the way I do. I am, however, saying that your assertion about my gaming style is inaccurate. As always, play what you like :) [/QUOTE]
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