Bill Zebub
“It’s probably Matt Mercer’s fault.”
The roll does follow. It just isn't necessarily rolled by the player if they shouldn't have that information.
Can you give an example of when that would apply?
The roll does follow. It just isn't necessarily rolled by the player if they shouldn't have that information.
... You know - somehow that never occurred to me as an option. I don't think I would always find that an appropriate solution for the cases where I currently do secret checks, but it certainly works for some of them.In some cases I postpone the roll. For example, in trying to forge a document it can be assumed the PC keeps at it until they think they got it right, so there's no roll there. But when they hand it to the guard...that's when they roll...
That's fair, that's fair.Sure. I was just noting that just eliminating skills isn't always the simple solution; there's probably other overhead you need to do.
Sure. I was just noting that just eliminating skills isn't always the simple solution; there's probably other overhead you need to do.
Definitely, if the game you're wanting to run doesn't look much like 5e, those 5e adventures won't do you a ton of good without you reworking them substantially.And the biggest overhead, at least in my opinion, is that so many adventures assume the presence of those skills, and in the form I'm railing against. Getting rid of the Perception skill doesn't magically turn "Any PC who makes a DC 17 Perception check notices the trap door" into an interesting and engaging challenge.
Definitely, if the game you're wanting to run doesn't look much like 5e, those 5e adventures won't do you a ton of good without you reworking them substantially.
Yeah, I suppose. It's mostly like, OSR games that don't have skills. But I was just saying if you're running a game and want to change how it's challenges work, you'll have to overhaul published adventures if you're a published adventures guyYeah, it's not just 5e. It's how so many authors, across so many systems, assume skills are meant to be used. Hence this thread.
... You know - somehow that never occurred to me as an option. I don't think I would always find that an appropriate solution for the cases where I currently do secret checks, but it certainly works for some of them.
And the biggest overhead, at least in my opinion, is that so many adventures assume the presence of those skills, and in the form I'm railing against. Getting rid of the Perception skill doesn't magically turn "Any PC who makes a DC 17 Perception check notices the trap door" into an interesting and engaging challenge.
The stealth roll or whatever can also be done behind the GM screen when you attempt it and revealed if/when the consequences become available.It tends to be the way I do it too; after all, how would you know if you'd correctly got the information other than checking, and if you can do that a way other than when it matters, what was the point in the roll in the first place?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.