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Should traps have tells?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9809793" data-attributes="member: 75787"><p>Well, this is a standard skill check so there are actually a number of choices to be made, and some RP also. Additionally there are occasional other choices </p><ul> <li data-xf-list-type="ul">Obviously, there is the often tricky choice of whether or not to spend hope to improve your chances. Classic RPG decision on balancing current needs versus future possibilities. It becomes more tricky again when you have magical success as an option. Yeah,. you will succeed, but what attention will you attract?</li> <li data-xf-list-type="ul">With a large party, or (as for my players) when they have a guide, which roles do you double up on?</li> <li data-xf-list-type="ul">My players will often change roles during journey as one of them is losing hope or endurance. Do you stick with a guide who is nearly miserable, but has 3 skill, or one who is pretty hopeful, with only two skill? This has proven to be a tricky decision.</li> <li data-xf-list-type="ul">My players will also try to solve the challenge in a way that engages either their helpful items, or that makes them inspired when they spend hope.</li> <li data-xf-list-type="ul">Not common -- but it has happened in my game that players have to decide whether to force march or not to make up time lost</li> </ul><p>I'm not saying that journeys are any favorite part of TOR -- I generally agree that they could do with more, and I usually also players to choose other skills if it makes sense when rolling on the vanilla table. But there are more decisions required than I think you are either aware of, or maybe just haven't played?</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9809793, member: 75787"] Well, this is a standard skill check so there are actually a number of choices to be made, and some RP also. Additionally there are occasional other choices [LIST] [*]Obviously, there is the often tricky choice of whether or not to spend hope to improve your chances. Classic RPG decision on balancing current needs versus future possibilities. It becomes more tricky again when you have magical success as an option. Yeah,. you will succeed, but what attention will you attract? [*]With a large party, or (as for my players) when they have a guide, which roles do you double up on? [*]My players will often change roles during journey as one of them is losing hope or endurance. Do you stick with a guide who is nearly miserable, but has 3 skill, or one who is pretty hopeful, with only two skill? This has proven to be a tricky decision. [*]My players will also try to solve the challenge in a way that engages either their helpful items, or that makes them inspired when they spend hope. [*]Not common -- but it has happened in my game that players have to decide whether to force march or not to make up time lost [/LIST] I'm not saying that journeys are any favorite part of TOR -- I generally agree that they could do with more, and I usually also players to choose other skills if it makes sense when rolling on the vanilla table. But there are more decisions required than I think you are either aware of, or maybe just haven't played? [/QUOTE]
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Should traps have tells?
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