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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="5ekyu" data-source="post: 7830236" data-attributes="member: 6919838"><p>FWIW, it seems to me you described two locks that were maybe not DC3.</p><p></p><p>That ssid... in my game, in combat and in ability checks and in saves, I try to narrate the d20. I have a clear house ruling that says the d20 roll is "known" to the charscter in terms of seeing/sensing a variety of aspects that reveal enough about the effort to be taken by the charscter as judgement or confidence.</p><p></p><p>This was done and imx is done all the time with attack rolls. Nobody I have ever seen expects a player who swings and misses to treat "I rolled a 19 and missed" the same as "I rolled a 2 and missed". Its never been the case I have seen where "better switch to saves-based attacks or ways to get more bonuses" after the "19 miss" was pushed back against anymore than the "miss on 2" and "yeah, just seeing again, wont roll that bad all thr time" was either.</p><p></p><p>So I do the same for ability checks. I add to the narration elements that illustrate the roll and leave the player and character free to choose how to proceed. Often that involves things like adding in extra detail that shows a feature they might address in their narration of the retry. Often it might offer up another approach entirely. So for instance, the mold encrusted lock might be jammed on the first picking but the thieves realizes that makes it easier to spring than pick. </p><p></p><p>Net result, the player and character have the same info and there are narrative hooks to help with the viability of retries. </p><p></p><p>That said, I am very fond of the some progress with setback core definition for 5e and use that a lot.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7830236, member: 6919838"] FWIW, it seems to me you described two locks that were maybe not DC3. That ssid... in my game, in combat and in ability checks and in saves, I try to narrate the d20. I have a clear house ruling that says the d20 roll is "known" to the charscter in terms of seeing/sensing a variety of aspects that reveal enough about the effort to be taken by the charscter as judgement or confidence. This was done and imx is done all the time with attack rolls. Nobody I have ever seen expects a player who swings and misses to treat "I rolled a 19 and missed" the same as "I rolled a 2 and missed". Its never been the case I have seen where "better switch to saves-based attacks or ways to get more bonuses" after the "19 miss" was pushed back against anymore than the "miss on 2" and "yeah, just seeing again, wont roll that bad all thr time" was either. So I do the same for ability checks. I add to the narration elements that illustrate the roll and leave the player and character free to choose how to proceed. Often that involves things like adding in extra detail that shows a feature they might address in their narration of the retry. Often it might offer up another approach entirely. So for instance, the mold encrusted lock might be jammed on the first picking but the thieves realizes that makes it easier to spring than pick. Net result, the player and character have the same info and there are narrative hooks to help with the viability of retries. That said, I am very fond of the some progress with setback core definition for 5e and use that a lot. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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