Superfluous Skill Checks

I sometimes ask for rolls for various skill checks solely for the purpose of creating tension.

You, as a GM, ask for a perception roll and then just go "hmm... okay," and move on, and they will wonder what they have missed. Do not overuse this trick though, as it can backfire on you.

However, if a spot or other sort of perception roll is called for, and the player does not make it, you can always just give them partial information.

For example, if the DC for overhearing a couple of guards talking is 20, and the player gets a 15, then just give him snatches of the conversation (maybe one word out of 5 that a successful roll would have given him).

That way, you up the importance of good rolls, and yet do not give everything away on a failed roll either....
 

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I usually assume the PC's are taking 10 on awareness (spot/listen) if it's a passive thing. If they stop and try to see / hear something (take a move action in game terms) they roll.

That has made life much easier for me as DM.
 

*applauds*

I agree completely. I think it's a product of 3rd edition. Obviously, this never happened in 2nd edition, since there were no such skills. I don't remember my 2nd edition parties being deaf and blind. They managed to get by somehow. :)
 

der_kluge said:
*applauds*

I agree completely. I think it's a product of 3rd edition. Obviously, this never happened in 2nd edition, since there were no such skills. I don't remember my 2nd edition parties being deaf and blind. They managed to get by somehow. :)

Absolutely right. Skills mean more skill checks, and more opportunity to use them. And more opportunities to abuse/overuse them as well unfortunately.
 

I agree with the original poster. If something exciting and tense is about to go down, that's when I reach for the dice -- until then, I say "yes". I figure there's no reason for system to prevent players from having their characters do things; it's only when there's meaningful stakes and active opposition that the mechanics get used.

Stakes-driven resolution (sometimes called "conflict resolution" as opposed to "task resolution") really appeals to me. The idea is that whenever the dice come out, there's clearly stated consequences for success or failure. Again, if there's no interesting consequences either way, why roll?
 

SweeneyTodd said:
Again, if there's no interesting consequences either way, why roll?
I agree with you and the OP, however, sometimes I have them roll meaningless d20 checks just to say, "What'd you get? 22? Ok, nevermind. Go ahead and do what you were going to do."

Just to mess with them. :p
 

Crothian said:
THe solution is simple, when you DM don't do this and when you PC ask your DM to not do this.
Yep. I tend to use a variant of Burning Wheel's "let it ride" rule, and use one roll for a whole scene. I do the same thing with nearly all skill rolls, save those that are vitally important. Continuously asking for rolls is really just taunting players with the eventuality of their failure.
 

I ask for rolls for things that are hard to spot/hear, and for gauging who will notice the other first - the party or the other side. I don't think that's excessive; I think it rewards players for investing ranks in these skills, making them meaningful.
 

der_kluge said:
*applauds*

I agree completely. I think it's a product of 3rd edition. Obviously, this never happened in 2nd edition, since there were no such skills. I don't remember my 2nd edition parties being deaf and blind. They managed to get by somehow. :)

I do. I remember them being deaf and blind. That's because Spot/Listen is an expansion of the old Surprise mechanic of 1e/2e.

Cheers!
 

lukelightning said:
For cases of wandering though an environment and noticing or hearing something, I just assume the characters are taking 10. I normally only make them roll for spot or listen in ambush situations.

I've been doing this for a while as well. If the players want to be extra careful and announce they stop and look around, I allow them to take 20, but, generally, I just assume that they are taking 10 anyway. Like the OP said, why mess around with superfluous rolling when the RAW allows you to ignore it? Taking 10 can be done anytime the characters are not under great stress. Ok, you don'T get to take 10 while fleeing from that dragon, but, 90% of the time, you can.

Helps to read the rules once in a while. Take 10 and Take 20 are the best rules around. Just makes life SO much easier.
 

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