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Taking 20 Too Often
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<blockquote data-quote="RFisher" data-source="post: 3361759" data-attributes="member: 3608"><p>I don't know if it's brilliant. Letting PCs automatically succeed at tasks when there is no failure or time pressure is a time honored DM technique. Clearly having something like that in the book--whether defined as mechanically as take 20 or not--should be expected.</p><p></p><p></p><p></p><p>I tend to let the players roll for almost everything these days as well. When 3e first came out, I did it mostly because--with a game that was so new to all of us--I guess I wanted the mechanics to be transparent. The game has seemed more fun for everyone involved the more I continue to do it, though.</p><p></p><p>I do still tend to keep the DC secret in traditional DM-rolls-for-player situations. Actually, I tend to keep the DC secret--or at least fail to volunteer it--all the time. I'm trying to be better about that.</p><p></p><p>I love the "uncertain" thing I stole from Traveller 4 & used with the Coda system. (Megatraveller had an uncertain rule, but it, IMHO, didn't work.) Coda is a 2d6 system, but on "uncertain" rolls, I'd have the player roll one die & the I'd (secretly) roll the other. It's kind of cool because--if the player has a good guess at what the difficulty is--how much he knows about how successful his attempt was tends to fit the difference between his skill & the difficulty. But, it just never seemed to work well for us in practice.</p></blockquote><p></p>
[QUOTE="RFisher, post: 3361759, member: 3608"] I don't know if it's brilliant. Letting PCs automatically succeed at tasks when there is no failure or time pressure is a time honored DM technique. Clearly having something like that in the book--whether defined as mechanically as take 20 or not--should be expected. I tend to let the players roll for almost everything these days as well. When 3e first came out, I did it mostly because--with a game that was so new to all of us--I guess I wanted the mechanics to be transparent. The game has seemed more fun for everyone involved the more I continue to do it, though. I do still tend to keep the DC secret in traditional DM-rolls-for-player situations. Actually, I tend to keep the DC secret--or at least fail to volunteer it--all the time. I'm trying to be better about that. I love the "uncertain" thing I stole from Traveller 4 & used with the Coda system. (Megatraveller had an uncertain rule, but it, IMHO, didn't work.) Coda is a 2d6 system, but on "uncertain" rolls, I'd have the player roll one die & the I'd (secretly) roll the other. It's kind of cool because--if the player has a good guess at what the difficulty is--how much he knows about how successful his attempt was tends to fit the difference between his skill & the difficulty. But, it just never seemed to work well for us in practice. [/QUOTE]
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