What X gets in the way of roleplaying?

Raven Crowking said:
One might argue that because you know what you want to do, it does not necessarily follow that your character has the same skills. Even assuming that the character has those skills (which is probably the case here), the GM can easily say: "As you remove the bullet, you discover to your horror that it nicked an artery...." or "As you are making the incision, a car in the street backfires, startling you...." Etc., etc. In real life, I often know exactly what I want to do, but it doesn't always work out the way I imagine.

RC

Thanee said:
Those routine tasks are also what Take 10 is for.

Make use of the rule! It's there for your convenience. :D

Bye
Thanee
Your both right I guess, but it still kills the "performance". But a sugestion Thanee made a few posts back sure is worth a try: make the rolls and then play based on that, that way, the critical failure becomes part of the "performance" and doesn't break the flow. As a DM I would even be willing to allow players a number of stand by rolls before they start their "performance"

Added note: I'm quoting "performance" for lack of a better word. I do mean players should interact, not take solo spots, but having some rolls on stand by and incorporating them in the perfomance sounds worth a try...
 

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My group has a mix of playing styles, so I have to vary what I do. If the people who are stong roleplayers are going off and doing so much roleplaying that the game isn't interesting for the others, I try and break it up. If the reluctant roleplayers actually start getting into character, I let it roll, the ones who enjoy roleplaying will take their cues and have fun without the dice rolling - these times are too few.
 

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