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<blockquote data-quote="5ekyu" data-source="post: 7585125" data-attributes="member: 6919838"><p>Do i ask a player at every Ko moment are they gonna Ko or do i stop a player from telling in advance they want to Ko? nope not at all. but then for me a player getting the "zero hit" and the player then interjecting "but i want to Ko" is not "awkward" if i started to skip past that step. </p><p></p><p>Remember the claim about how awkward and problematic the KO thing was was made by someone about how not having goal stated before would lead to resolutions that were not the intent - but so far those "examples" have been either unclear and incomplete action declarations (where Gm went toe worst way with it) or cases where the Gm skipped their decision step and then chose to describe that result as "awkward" in their use of it as an example of the problem.</p><p></p><p>To me, in my games, i do the actual "how do you want to do this" for dropping non-minions specifically in part because it allows the player to choose "KO or dramatic kill" making that decision step a part of the player involvement. For minion drops, we do not do it but we all know they can choose to KO and so the "wait, hang on i want to KO" is not awkward if it happens at all, its just a normal part of play that happens relatively rarely. i honestly cannot think of a time when the players wanted to Ko and it wasn't already obvious or on the table discussion-wise before the event happened. But, if it ever did, it would be just another character choice that adjusts the narrative and resolution, which in my games is more the goal of those, not something awkward.</p><p></p><p>***</p><p></p><p>As for your chest thingy, i myself house ruled Search checks to work like Foraging checks. So, by default, i do not have to have something "planned" for a character to gain benefit from their skills at searching. Just like with the great outdoors, i do not bother to assume that i have placed every item of any value or interest before a game session begins in precise places on the map. So, what you describe would have come out of a character having a very good result on a search check in my games. </p><p></p><p>As for the "creative approach" bit, well, i guess we each have our own thresholds for what constitutes "creative" as liquid on floor to find cracks has been used countless times in the various lore and fiction so... we wouldn't call that "creative", especially not say the tenth, twentieth or fiftieth time. </p><p></p><p>What we would call it is "effective" or to put a tighter bow on it "advantageous" and it would likely lead to advantage on the skill check unless there was some reason it wouldn't. After all, the guidelines for advantage specifically call out other actions that increase your chances. </p><p></p><p>But for all that, if you did the water pouring trick and were not good at searching and rolled a poor result anyway, thats not gonna result in you finding some secret stuff that matters (at least not without setbacks.)</p><p></p><p>But again, i did not need to know their goal, just their actions. it really did not matter whether in their heart of hearts they were hoping to find a secret chamber or mysterious runes under the dust. i needed their actions - not their goals. </p><p></p><p>have a player who takes plenty of time during play describing his character's goals. he goes on about what his character is thinking and why he is doing stuff, when i ask him "what are you doing?"</p><p></p><p>I literally just had a chat about it at lunch. he said "but i like roleplaying my character!" That led me to say "You telling the other players out of character why your character is doing what he is doing is not "roleplayin" your character. You telling us what your character is doing, what your character is saying and other things about WHAT is happening is roleplaying your character. You making decisions in-character is roleplaying."</p><p></p><p>It wasn't a discussion i started BTW it was two players having a discussion that i got brought into.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7585125, member: 6919838"] Do i ask a player at every Ko moment are they gonna Ko or do i stop a player from telling in advance they want to Ko? nope not at all. but then for me a player getting the "zero hit" and the player then interjecting "but i want to Ko" is not "awkward" if i started to skip past that step. Remember the claim about how awkward and problematic the KO thing was was made by someone about how not having goal stated before would lead to resolutions that were not the intent - but so far those "examples" have been either unclear and incomplete action declarations (where Gm went toe worst way with it) or cases where the Gm skipped their decision step and then chose to describe that result as "awkward" in their use of it as an example of the problem. To me, in my games, i do the actual "how do you want to do this" for dropping non-minions specifically in part because it allows the player to choose "KO or dramatic kill" making that decision step a part of the player involvement. For minion drops, we do not do it but we all know they can choose to KO and so the "wait, hang on i want to KO" is not awkward if it happens at all, its just a normal part of play that happens relatively rarely. i honestly cannot think of a time when the players wanted to Ko and it wasn't already obvious or on the table discussion-wise before the event happened. But, if it ever did, it would be just another character choice that adjusts the narrative and resolution, which in my games is more the goal of those, not something awkward. *** As for your chest thingy, i myself house ruled Search checks to work like Foraging checks. So, by default, i do not have to have something "planned" for a character to gain benefit from their skills at searching. Just like with the great outdoors, i do not bother to assume that i have placed every item of any value or interest before a game session begins in precise places on the map. So, what you describe would have come out of a character having a very good result on a search check in my games. As for the "creative approach" bit, well, i guess we each have our own thresholds for what constitutes "creative" as liquid on floor to find cracks has been used countless times in the various lore and fiction so... we wouldn't call that "creative", especially not say the tenth, twentieth or fiftieth time. What we would call it is "effective" or to put a tighter bow on it "advantageous" and it would likely lead to advantage on the skill check unless there was some reason it wouldn't. After all, the guidelines for advantage specifically call out other actions that increase your chances. But for all that, if you did the water pouring trick and were not good at searching and rolled a poor result anyway, thats not gonna result in you finding some secret stuff that matters (at least not without setbacks.) But again, i did not need to know their goal, just their actions. it really did not matter whether in their heart of hearts they were hoping to find a secret chamber or mysterious runes under the dust. i needed their actions - not their goals. have a player who takes plenty of time during play describing his character's goals. he goes on about what his character is thinking and why he is doing stuff, when i ask him "what are you doing?" I literally just had a chat about it at lunch. he said "but i like roleplaying my character!" That led me to say "You telling the other players out of character why your character is doing what he is doing is not "roleplayin" your character. You telling us what your character is doing, what your character is saying and other things about WHAT is happening is roleplaying your character. You making decisions in-character is roleplaying." It wasn't a discussion i started BTW it was two players having a discussion that i got brought into. [/QUOTE]
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