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Why I Hate Skills
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<blockquote data-quote="Sir Brennen" data-source="post: 9876474" data-attributes="member: 553"><p>Dragonbane GM here. I definitely try to discourage “I just make a roll” mentality by asking players to describe what they’re doing, not just asking to make a roll. </p><p></p><p>Searching a room, tell me what parts, what furniture, what sections of the wall. Only one person at a time can search a given area, though another PC can Help (as in the game action), meaning they don't get to roll themselves, but give another player a Boon.</p><p></p><p>I also see no problem with automatic success in some situations that might call for a roll under different circumstances.</p><p></p><p>One trick from early editions of D&D many games seem to not really discuss anymore is the GM-only roll. It helps combat the “I failed my Search roll, but I still think there’s something here” syndrome. Or making Alertness rolls without even telling the players they’re being made. It helps that I’m running a VTT game right now and have quick access to the PC character sheets. To be fair, the GM should track any crits for rolls he makes for the players.</p><p></p><p>And for skill check consequences, for some situations they’re spelled out or obvious (Sneaking, any weapon attack), for others, there’s always the risk of a critical failure. I try to make those meaningful - a knocked over lantern for a Search roll, broken lock picks for Sleight of Hand, etc. One spectacular series of mishaps setting up camp in my game lead to a ruined tent and most of the party getting food poisoning. To this day the party still packs excess rations to avoid a similar situation, though their skills involved have all improved since then.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 9876474, member: 553"] Dragonbane GM here. I definitely try to discourage “I just make a roll” mentality by asking players to describe what they’re doing, not just asking to make a roll. Searching a room, tell me what parts, what furniture, what sections of the wall. Only one person at a time can search a given area, though another PC can Help (as in the game action), meaning they don't get to roll themselves, but give another player a Boon. I also see no problem with automatic success in some situations that might call for a roll under different circumstances. One trick from early editions of D&D many games seem to not really discuss anymore is the GM-only roll. It helps combat the “I failed my Search roll, but I still think there’s something here” syndrome. Or making Alertness rolls without even telling the players they’re being made. It helps that I’m running a VTT game right now and have quick access to the PC character sheets. To be fair, the GM should track any crits for rolls he makes for the players. And for skill check consequences, for some situations they’re spelled out or obvious (Sneaking, any weapon attack), for others, there’s always the risk of a critical failure. I try to make those meaningful - a knocked over lantern for a Search roll, broken lock picks for Sleight of Hand, etc. One spectacular series of mishaps setting up camp in my game lead to a ruined tent and most of the party getting food poisoning. To this day the party still packs excess rations to avoid a similar situation, though their skills involved have all improved since then. [/QUOTE]
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