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The pleasure in RPGs - alternatives to overcoming challenges
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<blockquote data-quote="Pbartender" data-source="post: 5475109" data-attributes="member: 7533"><p>It seems to me that part of this specific problem (and several other problems as well), is the common misconception that <em>everything</em>, even the smallest action, must be challenging in some way.</p><p></p><p>A great many DMs have gotten into the habit of making players roll checks for just about everything (a little hyperbolic, a know, but bear with me). Why not just cut to the chase, and let them succeed at the things they should be able to succeed at?</p><p></p><p>Somewhere in the room, there is a clue to who the murderer is. It is a critical clue, without which they cannot solve the mystery. They've made sure they are alone and no one is coming. So, why make them take Perception checks ad nauseum until they finally succeed and find it? So long as they say, "We're searching the room for any clues to the murderer," why not just let them find it and describe where and how and what they find... Then they can can to the fun part, which is trying to figure out how that clue fits into the puzzle and see where it leads next.</p><p></p><p>Skip the boring, gratuitous dice-rolling part. Move on to the interesting stuff.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 5475109, member: 7533"] It seems to me that part of this specific problem (and several other problems as well), is the common misconception that [I]everything[/I], even the smallest action, must be challenging in some way. A great many DMs have gotten into the habit of making players roll checks for just about everything (a little hyperbolic, a know, but bear with me). Why not just cut to the chase, and let them succeed at the things they should be able to succeed at? Somewhere in the room, there is a clue to who the murderer is. It is a critical clue, without which they cannot solve the mystery. They've made sure they are alone and no one is coming. So, why make them take Perception checks ad nauseum until they finally succeed and find it? So long as they say, "We're searching the room for any clues to the murderer," why not just let them find it and describe where and how and what they find... Then they can can to the fun part, which is trying to figure out how that clue fits into the puzzle and see where it leads next. Skip the boring, gratuitous dice-rolling part. Move on to the interesting stuff. [/QUOTE]
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