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Should players be aware of their own high and low rolls?
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<blockquote data-quote="Charlaquin" data-source="post: 8825827" data-attributes="member: 6779196"><p>Sure! I agree, a lock is probably a better example to use, as it has fewer moving parts, so it cuts to the real issue more directly.</p><p></p><p>I actually think the specific verbiage of how skills are used is very relevant. I think a lot of our misunderstandings are coming from assuming that these sorts of specifics don’t make much difference, when in reality they make all the difference. But, I will try to engage in the example as you present it.</p><p></p><p>This looks a lot like the way I’ve seen other DMs run such situations, and if you enjoy that, awesome. I’ll try to follow along with the same scenario, but more how it would look if I were DMing. An important thing to keep in mind is that I use periodic checks for complications (which can include wandering monsters, but also other things that make the PCs’ lives more complicated) to apply time pressure. A <em>lot</em> of player decisions come down to managing time. I use different time scales for different contexts, but basically a time-consuming action eats up about a sixth of the interval between checks for complications, and a dangerous action can trigger a check for complications early. Some actions are both time-consuming and dangerous, some are one or the other, some are neither. With that out of the way, here’s how that scene might go at my table:</p><p></p><p>DM: The door has a padlock on it.</p><p>Joe: I take a closer look. Is it trapped?</p><p>DM: I am hearing your goal is to find out if it’s trapped, could you be a bit more specific about how you try to find that out?</p><p>Joe: I don’t want to touch it or anything, I’m just giving it a thorough visual inspection.</p><p>DM: You don’t see anything out of the ordinary for a padlock of this make.</p><p>Joe: Ok. I want to try to pick it.</p><p>DM: Alright, it’s going to require DC 20 Dexterity check to open, and I’ll add a die to the time pool.</p><p>Joe: Hmm… Alright, but I want to spend inspiration to get advantage on the check.</p><p>DM: Sounds good. Alice, what are you doing during that time?</p><p>[I’d go around the table getting everyone’s action declarations before proceeding to resolution, then…]</p><p>DM: Ok, how’d you do on that lock, Joe,</p><p>Joe: Only a 17, so I haven’t got it open yet.</p><p></p><p>I’d then proceed with resolving the other players’ actions, re-establish the scene accounting for what changed as a result of those actions, and ask what the players what they want to do. If Joe wants to keep trying for a half hour, that would be two repetitions of this cycle, but one of the advantages of this method is that he doesn’t have to commit to the full half-hour. After each attempt he can re-assess the situation and decide to keep going or try something else instead. As time advances towards the next complication roll, this may affect the players’ priorities and strategies, just as it would the characters’.</p><p></p><p></p><p>Awesome, I hope it goes well!</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8825827, member: 6779196"] Sure! I agree, a lock is probably a better example to use, as it has fewer moving parts, so it cuts to the real issue more directly. I actually think the specific verbiage of how skills are used is very relevant. I think a lot of our misunderstandings are coming from assuming that these sorts of specifics don’t make much difference, when in reality they make all the difference. But, I will try to engage in the example as you present it. This looks a lot like the way I’ve seen other DMs run such situations, and if you enjoy that, awesome. I’ll try to follow along with the same scenario, but more how it would look if I were DMing. An important thing to keep in mind is that I use periodic checks for complications (which can include wandering monsters, but also other things that make the PCs’ lives more complicated) to apply time pressure. A [I]lot[/I] of player decisions come down to managing time. I use different time scales for different contexts, but basically a time-consuming action eats up about a sixth of the interval between checks for complications, and a dangerous action can trigger a check for complications early. Some actions are both time-consuming and dangerous, some are one or the other, some are neither. With that out of the way, here’s how that scene might go at my table: DM: The door has a padlock on it. Joe: I take a closer look. Is it trapped? DM: I am hearing your goal is to find out if it’s trapped, could you be a bit more specific about how you try to find that out? Joe: I don’t want to touch it or anything, I’m just giving it a thorough visual inspection. DM: You don’t see anything out of the ordinary for a padlock of this make. Joe: Ok. I want to try to pick it. DM: Alright, it’s going to require DC 20 Dexterity check to open, and I’ll add a die to the time pool. Joe: Hmm… Alright, but I want to spend inspiration to get advantage on the check. DM: Sounds good. Alice, what are you doing during that time? [I’d go around the table getting everyone’s action declarations before proceeding to resolution, then…] DM: Ok, how’d you do on that lock, Joe, Joe: Only a 17, so I haven’t got it open yet. I’d then proceed with resolving the other players’ actions, re-establish the scene accounting for what changed as a result of those actions, and ask what the players what they want to do. If Joe wants to keep trying for a half hour, that would be two repetitions of this cycle, but one of the advantages of this method is that he doesn’t have to commit to the full half-hour. After each attempt he can re-assess the situation and decide to keep going or try something else instead. As time advances towards the next complication roll, this may affect the players’ priorities and strategies, just as it would the characters’. Awesome, I hope it goes well! [/QUOTE]
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