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General Tabletop Discussion
*Dungeons & Dragons
What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Lanefan" data-source="post: 7504651" data-attributes="member: 29398"><p>By RAW, perhaps.</p><p></p><p>But one thing that's being overlooked here, whether intentionally or not, is the notion that not all rolls are going to be made in a strictly binary fail-succeed situation. Oftentimes the doubt lies not so much in the outcome but in the degree of said outcome.</p><p></p><p>An example might be a perception check or whatever when first seeing a room that has several elements that may or may not be noticed on first glance. Instead of checking for each one, blend it all into one roll - roll really well, you see 'em all. Roll badly and you miss the lot. Roll middling and you see some but not all.</p><p></p><p>Or, for a diplomacy or persuasion or whatever roll, instead of a straight up yes-no outcome put it on a sliding scale instead of a hard-edged DC - the higher you roll, the better things go. On a very high roll you might even get more than you're asking for! Of course, the risk here is that on a very low roll problems could arise...</p><p></p><p>Or even a strength check to swim across a river - on 5 or less you don't make it, but where you roll within the range from 6-20 shows how muich effort was involved and-or how long the crossing took.</p><p></p><p>This is something that, unless my memory fails me, the RAW don't handle very well.</p><p></p><p>Lan-"then again, a system that sets its DCs in jumps of 5 at a time rather than 1 at a time is already showing a distinct and annoying lack of granularity"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7504651, member: 29398"] By RAW, perhaps. But one thing that's being overlooked here, whether intentionally or not, is the notion that not all rolls are going to be made in a strictly binary fail-succeed situation. Oftentimes the doubt lies not so much in the outcome but in the degree of said outcome. An example might be a perception check or whatever when first seeing a room that has several elements that may or may not be noticed on first glance. Instead of checking for each one, blend it all into one roll - roll really well, you see 'em all. Roll badly and you miss the lot. Roll middling and you see some but not all. Or, for a diplomacy or persuasion or whatever roll, instead of a straight up yes-no outcome put it on a sliding scale instead of a hard-edged DC - the higher you roll, the better things go. On a very high roll you might even get more than you're asking for! Of course, the risk here is that on a very low roll problems could arise... Or even a strength check to swim across a river - on 5 or less you don't make it, but where you roll within the range from 6-20 shows how muich effort was involved and-or how long the crossing took. This is something that, unless my memory fails me, the RAW don't handle very well. Lan-"then again, a system that sets its DCs in jumps of 5 at a time rather than 1 at a time is already showing a distinct and annoying lack of granularity"-efan [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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