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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill Checks: Who Should Run Them?
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<blockquote data-quote="Cerebral Paladin" data-source="post: 5369783" data-attributes="member: 3448"><p>I'm sure there are groups for whom this is a good approach, but in general I don't like it. First, rolling the skill checks is fun for the players--taking that away from them will, all else being equal, make the game less fun. </p><p></p><p>Second, while there is room to use this well for fudging/handling impossible attempts without directly saying "no," I think it's more likely than not to make matters worse. It can be used to cover fudging that's contrary to the norms of the gaming group--I don't want my character to succeed or fail based on GM fiat when ostensibly making a skill check dependent on character skill. And it would make me suspicious that all of the dice rolling is a cover for GM fiat. GM fiat can be a perfectly good resolution system (see Amber DRPG for an example). But GM fiat pretending to be a DC, dice, and skill modifier system strikes me as likely to produce toxic player-GM interactions.</p><p></p><p>Third, this seems likely to slow things down, which again is likely to be a bad thing.</p><p></p><p>Fourth, I don't view figuring out the DCs as being inherently bad or contrary to immersion or whatever. That's how the game encodes difficulty. Sure, there may be a little aspect of "I want to think of it as a slick wall, with some natural crevices but without good hand and foot holes, not as a DC 25 wall." But I find the opposite problem is more common--I've gotten a description that I can picture, my character should know roughly how hard it is for her to climb the wall, but I can't use the description and my character's Athletics (or Climb, or whatever) to figure out how hard it is. In that environment, having a skill check where a player says "wow, if we keep trying that we're going to fail badly" based on calculating the DC isn't a bad thing for immersion, because the characters could likely reach the same conclusion.</p><p></p><p>So yeah... done well and in an environment with iron-clad trust, this could make for a more immersive game that might be more fun. But for most groups most of the time, I think this will be negative.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 5369783, member: 3448"] I'm sure there are groups for whom this is a good approach, but in general I don't like it. First, rolling the skill checks is fun for the players--taking that away from them will, all else being equal, make the game less fun. Second, while there is room to use this well for fudging/handling impossible attempts without directly saying "no," I think it's more likely than not to make matters worse. It can be used to cover fudging that's contrary to the norms of the gaming group--I don't want my character to succeed or fail based on GM fiat when ostensibly making a skill check dependent on character skill. And it would make me suspicious that all of the dice rolling is a cover for GM fiat. GM fiat can be a perfectly good resolution system (see Amber DRPG for an example). But GM fiat pretending to be a DC, dice, and skill modifier system strikes me as likely to produce toxic player-GM interactions. Third, this seems likely to slow things down, which again is likely to be a bad thing. Fourth, I don't view figuring out the DCs as being inherently bad or contrary to immersion or whatever. That's how the game encodes difficulty. Sure, there may be a little aspect of "I want to think of it as a slick wall, with some natural crevices but without good hand and foot holes, not as a DC 25 wall." But I find the opposite problem is more common--I've gotten a description that I can picture, my character should know roughly how hard it is for her to climb the wall, but I can't use the description and my character's Athletics (or Climb, or whatever) to figure out how hard it is. In that environment, having a skill check where a player says "wow, if we keep trying that we're going to fail badly" based on calculating the DC isn't a bad thing for immersion, because the characters could likely reach the same conclusion. So yeah... done well and in an environment with iron-clad trust, this could make for a more immersive game that might be more fun. But for most groups most of the time, I think this will be negative. [/QUOTE]
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