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There is sauerkraut in my lederhosen: Snarf's Guide to Using (and adjudicating) Skills in 5e
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<blockquote data-quote="FitzTheRuke" data-source="post: 9778481" data-attributes="member: 59816"><p>As you've probably noticed (playing my games): I like to ask for rolls. I understand (and for the most part, agree with) the notion that "if the outcome is certain, or there are no consequences for failure, then there should be no roll", but <em>I like rolling</em>.</p><p></p><p>I've also long since decided that the best way (for me at least) to DM/GM is to have <em>little to no opinion</em> on how events will play out in the game. I tend to let the dice decide for me.</p><p></p><p>I also wrote a Heartbreaker in the 90's that had a mathematically high chance of failure - but made failure fun - and some of our best remembered moments came from <em>fumbles</em> (of all things). From that, probably, I have built the best personal GMing skills I can muster to make failure fun, and also never game derailing.</p><p></p><p>On top of those things, a lot of the time, when I ask for a roll, it's simply to see how <em>well</em> the PCs does, or how "cool" they look doing it, or if drawbacks occur (while otherwise succeeding).</p><p></p><p>To me, a Setback isn't The End and you'll only enjoy success if you experience failure (and learn to accept it). All you have to do is to make sure that the highs of success are better than the lows of failure, and that failure is also as fun as it can be, as often as possible.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9778481, member: 59816"] As you've probably noticed (playing my games): I like to ask for rolls. I understand (and for the most part, agree with) the notion that "if the outcome is certain, or there are no consequences for failure, then there should be no roll", but [I]I like rolling[/I]. I've also long since decided that the best way (for me at least) to DM/GM is to have [I]little to no opinion[/I] on how events will play out in the game. I tend to let the dice decide for me. I also wrote a Heartbreaker in the 90's that had a mathematically high chance of failure - but made failure fun - and some of our best remembered moments came from [I]fumbles[/I] (of all things). From that, probably, I have built the best personal GMing skills I can muster to make failure fun, and also never game derailing. On top of those things, a lot of the time, when I ask for a roll, it's simply to see how [I]well[/I] the PCs does, or how "cool" they look doing it, or if drawbacks occur (while otherwise succeeding). To me, a Setback isn't The End and you'll only enjoy success if you experience failure (and learn to accept it). All you have to do is to make sure that the highs of success are better than the lows of failure, and that failure is also as fun as it can be, as often as possible. [/QUOTE]
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There is sauerkraut in my lederhosen: Snarf's Guide to Using (and adjudicating) Skills in 5e
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