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Stupid High Skill Checks and Saves
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3565793" data-attributes="member: 31506"><p>In my experience, pretty much yeah. When its not written down, its basically boiled down to that. The monster lives until someone gets dropped low or into negatives, BBEG always makes his save against "save or dies", etc. Naturally I cant speak for everyone, or every DM, I just dont feel the need to water down every single statement I make with IMO, or IMX. I guess I could include it in my sig or something though.</p><p></p><p>I've actually got nothing against a fudge mechanic, be it action points, fate chips in deadlands, etc provided its a mechanic rather than "whenever I want to ignore the dice/DC's". If an epic bad guy is given 2 "story points" or whatever before they get killed, thats cool. So long as its factored in, that means my actions actually result in something when he has to pop off his immediate action teleport without error - because ultimately the players did accomplish something (run him out of a tracked get out of jail free card).</p><p></p><p>I get the frustration of DM'ing against massive stacked mods, but rather than just ignoring the totals, perhaps its better to limit the sources that can be stacked? Like say you can only add 3 types of bonus to skills or saves. You got a morale, competence, insight, alchemical, sacred etc bonus to your jump? Pick the 3 best, because the other stuff is probably overlapping anyways (like how only so many characters can use aid another on a skill check). Insight and competence bug me the most since I still cant actually figure out the difference, and sacred and profane should just be merged into divine. As a player, that would be more preferable, since its less book-keeping to keep track of, your choices are still meaningful, you're still challenged, and the number crunchers in the group arent wasting their time trying to figure out how to squeeze more blood out of the turnip when all the DM wants is them to fail on a result of 10 or lower (or whatever).</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3565793, member: 31506"] In my experience, pretty much yeah. When its not written down, its basically boiled down to that. The monster lives until someone gets dropped low or into negatives, BBEG always makes his save against "save or dies", etc. Naturally I cant speak for everyone, or every DM, I just dont feel the need to water down every single statement I make with IMO, or IMX. I guess I could include it in my sig or something though. I've actually got nothing against a fudge mechanic, be it action points, fate chips in deadlands, etc provided its a mechanic rather than "whenever I want to ignore the dice/DC's". If an epic bad guy is given 2 "story points" or whatever before they get killed, thats cool. So long as its factored in, that means my actions actually result in something when he has to pop off his immediate action teleport without error - because ultimately the players did accomplish something (run him out of a tracked get out of jail free card). I get the frustration of DM'ing against massive stacked mods, but rather than just ignoring the totals, perhaps its better to limit the sources that can be stacked? Like say you can only add 3 types of bonus to skills or saves. You got a morale, competence, insight, alchemical, sacred etc bonus to your jump? Pick the 3 best, because the other stuff is probably overlapping anyways (like how only so many characters can use aid another on a skill check). Insight and competence bug me the most since I still cant actually figure out the difference, and sacred and profane should just be merged into divine. As a player, that would be more preferable, since its less book-keeping to keep track of, your choices are still meaningful, you're still challenged, and the number crunchers in the group arent wasting their time trying to figure out how to squeeze more blood out of the turnip when all the DM wants is them to fail on a result of 10 or lower (or whatever). [/QUOTE]
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