What's Your "Sweet Spot" for a Skill system?

In a more simulationist game, the fumbled cook roll could result in an inedible meal, but it also could result in spilling the broth which falls into the fire, resulting in a lot of smoke. You might then roll to see if said bandits in the area notice the smoke...
Good example.
Since most narrative games try to cut down on die rolls that would usually be boiled down to the initial roll with an identical end result.
In some narrated by the player, in others the game master(or whatever appropriate term).
 

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There would be far less arguments on this forum, IMHO, if people stopped treating TTRPGs with diverging play agendas, aesthetics, and preferences from their own play preferences - especially those games they have little to no game experience playing - as being dysfunctional, illogical, or BadWrongFun.
I think I have said several times, something in game working illogically doesn't automatically mean it is bad design. Whilst working logically might be preferable in isolation, games make all sort of concession in department of sense-makery for other goals, such as expediency of play. D&D HP are probably the perennial example of this. It is up to the individual whether those sacrifices are worth the gains. What I am arguing against is the idea that no such sacrifice is happening here.
 

I think I have said several times, something in game working illogically doesn't automatically mean it is bad design. Whilst working logically might be preferable in isolation, games make all sort of concession in department of sense-makery for other goals, such as expediency of play. D&D HP are probably the perennial example of this. It is up to the individual whether those sacrifices are worth the gains. What I am arguing against is the idea that no such sacrifice is happening here.

So what is the process in trad play that would result in bandits attacking the camp? And whatever that process is, why is it logical?
 

So what is the process in trad play that would result in bandits attacking the camp? And whatever that process is, why is it logical?
Depends on the situation, but assuming that the bandits are in the area, they are looking for PCs, and the PCs do not wish to be found, we would probably be looking for some sort of checks with attributes that represent searching capability, and attributes that represent hiding capability or means of finding a secluded camping place that is hard to spot. Logic relies in using attributes that causally contribute the to the odds of the thing being resolved.
 

Depends on the situation, but assuming that the bandits are in the area, they are looking for PCs, and the PCs do not wish to be found, we would probably be looking for some sort of checks with attributes that represent searching capability, and attributes that represent hiding capability or means of finding a secluded camping place that is hard to spot. Logic relies in using attributes that causally contribute the to the odds of the thing being resolved.

So how many checks would that be?
 

So how many checks would that be?
I see no reason for it to be more than one. In 5e terms I'd probably go with a Survival check. I'd allow assistance within the party and I'd set the difficulty at the bandits' Passive Perception. I might vary that based on what the party did or if the bandits were established as being particularly motivated in their search for the PCs.
 

I see no reason for it to be more than one. In 5e terms I'd probably go with a Survival check. I'd allow assistance within the party and I'd set the difficulty at the bandits' Passive Perception. I might vary that based on what the party did or if the bandits were established as being particularly motivated in their search for the PCs.
Yeah, sounds good to me. (y)
 

I see no reason for it to be more than one. In 5e terms I'd probably go with a Survival check. I'd allow assistance within the party and I'd set the difficulty at the bandits' Passive Perception. I might vary that based on what the party did or if the bandits were established as being particularly motivated in their search for the PCs.

This sounds remarkably like what happened in the example!
 



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