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Willful Disadvantage
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<blockquote data-quote="GMMichael" data-source="post: 7485316" data-attributes="member: 6685730"><p>This is my initial reaction, but I think it's missing something.</p><p></p><p>I think that a player choosing to penalize his roll is actually a player choosing to give himself a bonus, but changing his goal.</p><p></p><p>So you have the kobold who tells lies poorly. If a player penalizes his own roll (or takes the lower of two rolls), he's not trying to fail at deceiving someone, he's trying to succeed at being unpersuasive (and giving himself an effective bonus on the roll). Or worse, he's saying that he grants his opponent an automatic success, which goes against "only I decide if bonuses apply."</p><p></p><p>The solution is that, when a player wants disadvantage or to lose a contest, the player has to change the goal and try to succeed at the new goal.</p><p></p><p>The kobold's player, instead of trying to fail at lying well, tries to succeed at lying poorly. Then the GM 1) decides if a roll is needed, and 2) sets an appropriate difficulty, and the player doesn't even worry about trying to self-impose disadvantage.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7485316, member: 6685730"] This is my initial reaction, but I think it's missing something. I think that a player choosing to penalize his roll is actually a player choosing to give himself a bonus, but changing his goal. So you have the kobold who tells lies poorly. If a player penalizes his own roll (or takes the lower of two rolls), he's not trying to fail at deceiving someone, he's trying to succeed at being unpersuasive (and giving himself an effective bonus on the roll). Or worse, he's saying that he grants his opponent an automatic success, which goes against "only I decide if bonuses apply." The solution is that, when a player wants disadvantage or to lose a contest, the player has to change the goal and try to succeed at the new goal. The kobold's player, instead of trying to fail at lying well, tries to succeed at lying poorly. Then the GM 1) decides if a roll is needed, and 2) sets an appropriate difficulty, and the player doesn't even worry about trying to self-impose disadvantage. [/QUOTE]
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