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Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8648547" data-attributes="member: 7025508"><p>This was to [USER=71699]@clearstream[/USER], but I'll give my answer too.</p><p></p><p>First of, the player doesn't start by spouting specific lore before veracity of it has been established. It would be like the player stating that their character slays a troll before an attack roll has even been made. (Or they could say that, but that's basically just the character making stuff up.) Presumably what they actually want to do is establish whether they know any historic legends regarding whereabouts of dragons. So they communicate that.</p><p></p><p>Then the GM (if they have not already done so whilst setting up the world) determines some locations for dragons. Presumably the players in this instance are interested in nearest ones, so determining those/that will suffice. This determination is done based on the knowledge the GM has regarding the setting and behaviour of dragons. Then the GM determines how esoteric the knowledge is, thus setting the DC. (If we are talking about active dragons, not very. They are rather noticeable and also a big deal so the word gets around.) Then the player rolls the relevant skill (history in this instance,) with an advantage if there is reasons to warrant it. Appropriate background might be one, and having dragons as favoured enemy would definitely suffice.</p><p></p><p>Then based on the result and the DC, the GM will inform the player what their character can recall. I usually use some sort of degree of success for knowledge checks, so barely beating the DC might result "you have heard some rumours about people having seen dragons in near location X" type of an answer whilst a higher result would warrant more specific knowledge possibly including the names, ages and colours of the dragons in question, and some information regarding their behaviour and past deeds.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8648547, member: 7025508"] This was to [USER=71699]@clearstream[/USER], but I'll give my answer too. First of, the player doesn't start by spouting specific lore before veracity of it has been established. It would be like the player stating that their character slays a troll before an attack roll has even been made. (Or they could say that, but that's basically just the character making stuff up.) Presumably what they actually want to do is establish whether they know any historic legends regarding whereabouts of dragons. So they communicate that. Then the GM (if they have not already done so whilst setting up the world) determines some locations for dragons. Presumably the players in this instance are interested in nearest ones, so determining those/that will suffice. This determination is done based on the knowledge the GM has regarding the setting and behaviour of dragons. Then the GM determines how esoteric the knowledge is, thus setting the DC. (If we are talking about active dragons, not very. They are rather noticeable and also a big deal so the word gets around.) Then the player rolls the relevant skill (history in this instance,) with an advantage if there is reasons to warrant it. Appropriate background might be one, and having dragons as favoured enemy would definitely suffice. Then based on the result and the DC, the GM will inform the player what their character can recall. I usually use some sort of degree of success for knowledge checks, so barely beating the DC might result "you have heard some rumours about people having seen dragons in near location X" type of an answer whilst a higher result would warrant more specific knowledge possibly including the names, ages and colours of the dragons in question, and some information regarding their behaviour and past deeds. [/QUOTE]
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Community
General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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