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Unsatisfied with the D&D 5e skill system
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<blockquote data-quote="Oofta" data-source="post: 7584970" data-attributes="member: 6801845"><p>What makes you think I haven't tried sushi? I have. Multiple times. Each time, convinced by someone that I just haven't had <em>good</em> sushi. Guess what? It's still raw fish. White rice is still bland. The "wassabi" you get here is still just horse radish with food coloring added.</p><p></p><p>Along the same lines as I've tried to explain I understand what you do, I just don't run my games that way. I find the way I run them better suited to my style. </p><p></p><p>What do I do differently? I encourage people to engage with the scene and not roll dice first but if they grab a die and say "I try to break down the door with an athletics check and get a 23" I'm okay with that even if they have no chance. In a lot of cases it just saves some time. While I make suggestions of what skill might be useful, and sometimes call for a specific skill check, the players know their characters better than I do. If they can suggest a way to use animal handling to determine what happened in a scene because they know how the animals would have responded in that situation, fantastic. If they say "I think they're lying and make an insight check" that's perfectly okay. They've read the book and know how skill contests work, I don't see any point in stopping them.</p><p></p><p>As far as misrepresenting, I try to simply give my preferences. However multiple people did state over on the other thread that if an NPC was telling the truth the DM should not call for an insight check because there's no attempt at deception. That's simply not how I run my game. People can attempt anything unless it should be obviously impossible to the player. Which is what you keep seeming to misunderstand (or at least acknowledge), by whose perspective is the attempt not possible? If the player knows its impossible there's no reason to roll. Until they know its impossible (something I usually hand-wave after the first roll) rolling the die is just representing the PC making an effort, no matter how futile. People do things all the time that will never succeed, but they keep on trying. </p><p></p><p>I just don't see it as a big deal. I assume we both want the same ultimate goal of player being engaged and empowered, using a variety of skills, not having players just throw dice at problems. You have your preference, I have mine.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7584970, member: 6801845"] What makes you think I haven't tried sushi? I have. Multiple times. Each time, convinced by someone that I just haven't had [I]good[/I] sushi. Guess what? It's still raw fish. White rice is still bland. The "wassabi" you get here is still just horse radish with food coloring added. Along the same lines as I've tried to explain I understand what you do, I just don't run my games that way. I find the way I run them better suited to my style. What do I do differently? I encourage people to engage with the scene and not roll dice first but if they grab a die and say "I try to break down the door with an athletics check and get a 23" I'm okay with that even if they have no chance. In a lot of cases it just saves some time. While I make suggestions of what skill might be useful, and sometimes call for a specific skill check, the players know their characters better than I do. If they can suggest a way to use animal handling to determine what happened in a scene because they know how the animals would have responded in that situation, fantastic. If they say "I think they're lying and make an insight check" that's perfectly okay. They've read the book and know how skill contests work, I don't see any point in stopping them. As far as misrepresenting, I try to simply give my preferences. However multiple people did state over on the other thread that if an NPC was telling the truth the DM should not call for an insight check because there's no attempt at deception. That's simply not how I run my game. People can attempt anything unless it should be obviously impossible to the player. Which is what you keep seeming to misunderstand (or at least acknowledge), by whose perspective is the attempt not possible? If the player knows its impossible there's no reason to roll. Until they know its impossible (something I usually hand-wave after the first roll) rolling the die is just representing the PC making an effort, no matter how futile. People do things all the time that will never succeed, but they keep on trying. I just don't see it as a big deal. I assume we both want the same ultimate goal of player being engaged and empowered, using a variety of skills, not having players just throw dice at problems. You have your preference, I have mine. [/QUOTE]
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