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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="JiffyPopTart" data-source="post: 7833315" data-attributes="member: 4881"><p>If "Lock you can figure out" equals DC = Your skill+20+ongoing bonus</p><p>then</p><p>"Thing you can figure out" should also equal DC = Your skill+20+ongoing bonus</p><p></p><p>If the purpose of rolling something you are sure they are going to succeed at is just to establish time then you should apply that ruling to all skills, not just selective ones.</p><p></p><p>Also, as people are saying, it IS possible that even though a lock is rated at DC15 and your "Lock you can figure out" is DC30 there might be something about it that means you can't open that one specific lock until you change the circumstances of the check. You don't have to do something like this, but it is a tool in the GM toolbox.</p><p></p><p>This is the same thing as saying you "Don't know that answer at all." even if the player COULD have hit the DC had they rolled better.</p><p></p><p>Choosing to say some skill checks can be retried and some can't is entirely in the realm of GM decisions to move the narrative along. You can, and should, be adjusting the results of failing a skill check to fit whatever situation the story is sitting in.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7833315, member: 4881"] If "Lock you can figure out" equals DC = Your skill+20+ongoing bonus then "Thing you can figure out" should also equal DC = Your skill+20+ongoing bonus If the purpose of rolling something you are sure they are going to succeed at is just to establish time then you should apply that ruling to all skills, not just selective ones. Also, as people are saying, it IS possible that even though a lock is rated at DC15 and your "Lock you can figure out" is DC30 there might be something about it that means you can't open that one specific lock until you change the circumstances of the check. You don't have to do something like this, but it is a tool in the GM toolbox. This is the same thing as saying you "Don't know that answer at all." even if the player COULD have hit the DC had they rolled better. Choosing to say some skill checks can be retried and some can't is entirely in the realm of GM decisions to move the narrative along. You can, and should, be adjusting the results of failing a skill check to fit whatever situation the story is sitting in. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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