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<blockquote data-quote="Scott Christian" data-source="post: 9248618" data-attributes="member: 6901101"><p>Yeah, I don't mind the specific rule clause. But I still believe it is not difficult for a DM to listen to a player declare their character's actions, and then base the roll of strength or dexterity. In fact, one could argue it encourages roleplaying, as most people have a tendency to attempt their strengths and not weaknesses. (And I will admit, it also slightly increases the far-fetched constant ridiculousness of requests to the DM.)</p><p></p><p>Those sound-like great standards for creating challenges. I assume you design these challenges to have more than one way to success. For example, the old chest: pick the lock or pick it up and smash it (among others). The standard way is to pick the lock. That's probably the one the DM thought about first. Then designed from there. It might look like this:</p><ul> <li data-xf-list-type="ul">Oh, what happens if the lock is shaped like a siren, and if they fail it starts to scream. Cool. But what happens if they pick the chest up and just smash it. Hmm... what can I place inside that might have consequences for smashing. What about that wizard with knock. Well, maybe he uses it and the siren absorbs it. Now, when he rubs the sirens belly she can cast knock once per long rest. That seems cool. But what if the players hook up a pry bar to a lever and then pry it open at a distance from the side. How about it just pops open on a success. That sounds good. </li> </ul><p>Then, for the next chest, the DM tinkers with the order and success and numbers of the chest. I think that is how most planned checks work.* Unless people are just playing impromptu. </p><p></p><p>* I fully understand this is not the way of most adventure paths. But anyone that knows me, understands that I believe you need to put in some work to those paths to tailor them to the players and make them your own.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9248618, member: 6901101"] Yeah, I don't mind the specific rule clause. But I still believe it is not difficult for a DM to listen to a player declare their character's actions, and then base the roll of strength or dexterity. In fact, one could argue it encourages roleplaying, as most people have a tendency to attempt their strengths and not weaknesses. (And I will admit, it also slightly increases the far-fetched constant ridiculousness of requests to the DM.) Those sound-like great standards for creating challenges. I assume you design these challenges to have more than one way to success. For example, the old chest: pick the lock or pick it up and smash it (among others). The standard way is to pick the lock. That's probably the one the DM thought about first. Then designed from there. It might look like this: [LIST] [*]Oh, what happens if the lock is shaped like a siren, and if they fail it starts to scream. Cool. But what happens if they pick the chest up and just smash it. Hmm... what can I place inside that might have consequences for smashing. What about that wizard with knock. Well, maybe he uses it and the siren absorbs it. Now, when he rubs the sirens belly she can cast knock once per long rest. That seems cool. But what if the players hook up a pry bar to a lever and then pry it open at a distance from the side. How about it just pops open on a success. That sounds good. [/LIST] Then, for the next chest, the DM tinkers with the order and success and numbers of the chest. I think that is how most planned checks work.* Unless people are just playing impromptu. * I fully understand this is not the way of most adventure paths. But anyone that knows me, understands that I believe you need to put in some work to those paths to tailor them to the players and make them your own. [/QUOTE]
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