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General Tabletop Discussion
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Skills and Ability Checks -- Perspective on Consistency vs DM Empowerment
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<blockquote data-quote="Ashrym" data-source="post: 7857442" data-attributes="member: 6750235"><p>That requires the need or desire to balance skills vs spells, and that's a different topic. People have their own opinions on at-will vs limited resources effects, the "magic is special" feel, or the comparative benefits of magic vs skills.</p><p></p><p>I find that for the most part spells uses the same skill checks anyway to make them facilitators but not replacements, are convenience effects not required to complete the task at all making them minor in the grand scheme of things, and often not worth the slot in casting over simply using a skill in the first place.</p><p></p><p>For the most part. I can also point to spells that make a difference and spells can facilitate, improve, or function as skills too at times. IME it's not enough to matter in the bigger picture. YMMV.</p><p></p><p>Session zero is more about setting the expectation on what the campaign will be like and what to roughly expect in ability checks. It's only worth pointing out special cases at that point.</p><p></p><p></p><p></p><p>Not at all. That's even close to how I experience it. The rule is very simply and easy to use. The player does something. The DM considers it for a moment to decide if it's in doubt. It's a quick "you succeeded / that's not possible / that might be questionable given the circumstances" decision.</p><p></p><p>If there's a roll needed then it's a quick "how hard do I think this is given the circumstances" and the DC is set based on the answer. It's an easy on-the-fly approach.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7857442, member: 6750235"] That requires the need or desire to balance skills vs spells, and that's a different topic. People have their own opinions on at-will vs limited resources effects, the "magic is special" feel, or the comparative benefits of magic vs skills. I find that for the most part spells uses the same skill checks anyway to make them facilitators but not replacements, are convenience effects not required to complete the task at all making them minor in the grand scheme of things, and often not worth the slot in casting over simply using a skill in the first place. For the most part. I can also point to spells that make a difference and spells can facilitate, improve, or function as skills too at times. IME it's not enough to matter in the bigger picture. YMMV. Session zero is more about setting the expectation on what the campaign will be like and what to roughly expect in ability checks. It's only worth pointing out special cases at that point. Not at all. That's even close to how I experience it. The rule is very simply and easy to use. The player does something. The DM considers it for a moment to decide if it's in doubt. It's a quick "you succeeded / that's not possible / that might be questionable given the circumstances" decision. If there's a roll needed then it's a quick "how hard do I think this is given the circumstances" and the DC is set based on the answer. It's an easy on-the-fly approach. [/QUOTE]
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