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The rules keep stealing my thunder!
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<blockquote data-quote="gizmo33" data-source="post: 3477260" data-attributes="member: 30001"><p>Your initiative score doesn't mean anything until you compare it against your opponents. But maybe I'm confused about what you're saying.</p><p></p><p></p><p></p><p>Definitely. If we're talking about the range of what a player can declare that he's doing then I've misunderstood you. I was trying to illustrate that there's no way that a player would know his chances of success/failure with certainty because he doesn't know all of the cirumstances.</p><p></p><p></p><p></p><p>I'm not saying roll for them. Again, they don't know that they didn't fail a spot check to notice that there was some transparent slime on the bannister. </p><p></p><p></p><p></p><p>No, the OP was about the player not being afraid because he knew the rules, when I really thought that it was more a case of the DM telling the player too much information that his character would have no way of knowing.</p><p></p><p></p><p></p><p>Again, that has nothing to do with resolving the mechanics of their declarations (as opposed to the result).</p><p></p><p></p><p></p><p>No amount of intelligence in the world is going to tell you what the arcane knowledge check is for determining whether or not a chain is made out of Gizmonium. The players rarely have the information to call "shenanigans" if you stick to telling them only what their characters would know. </p><p></p><p>They very well might be on firm ground when determining what they want their actions to be that round, but they are in no position to know much more than general information about their chance of success/failure, or the NPCs chance of success/failure, which was my main point.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3477260, member: 30001"] Your initiative score doesn't mean anything until you compare it against your opponents. But maybe I'm confused about what you're saying. Definitely. If we're talking about the range of what a player can declare that he's doing then I've misunderstood you. I was trying to illustrate that there's no way that a player would know his chances of success/failure with certainty because he doesn't know all of the cirumstances. I'm not saying roll for them. Again, they don't know that they didn't fail a spot check to notice that there was some transparent slime on the bannister. No, the OP was about the player not being afraid because he knew the rules, when I really thought that it was more a case of the DM telling the player too much information that his character would have no way of knowing. Again, that has nothing to do with resolving the mechanics of their declarations (as opposed to the result). No amount of intelligence in the world is going to tell you what the arcane knowledge check is for determining whether or not a chain is made out of Gizmonium. The players rarely have the information to call "shenanigans" if you stick to telling them only what their characters would know. They very well might be on firm ground when determining what they want their actions to be that round, but they are in no position to know much more than general information about their chance of success/failure, or the NPCs chance of success/failure, which was my main point. [/QUOTE]
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