pawsplay
Hero
Grazzt said:Yep. I would've let them die as well....definitely the one bashing down the door for sure. No question about it.
Getting other PCs killed is an important consequence. I would have let them die.
Grazzt said:Yep. I would've let them die as well....definitely the one bashing down the door for sure. No question about it.
This is a good one. 3.5 attempted to solve the problem (at least partially) with the "Take 10" rule, but in my experience, few players take advantage of it; instead, they roll, foul it up, and leave the DM with this conundrum.Reynard said:Now, that said, one big mistake that I used to make is overusing the dice. it is easy to call for a check, even an easy one, when a player asks to do something. however, if it is an easy or natural thing for the PC to do, asking for a roll is just asking for complications if the dice turn up low. "I want to find a seedy bar so we can stake out those warf burglars we heard about." "Make a Gather Info check." Crap, I got a 7." "Um..." Just tell the character he finds the place and get on with it. Mostly because if you give it to him with the 7, players don't know what to expect as a "good roll" and when they roll a 7 for something else and don't succeed, they'll wonder what's going on and why you're being inconsistent.
Vegepygmy said:This is a good one. 3.5 attempted to solve the problem (at least partially) with the "Take 10" rule, but in my experience, few players take advantage of it; instead, they roll, foul it up, and leave the DM with this conundrum.
As DM, I usually just treat such skill checks as automatic Take 10's, without even telling the player that's what I'm doing.
DrunkonDuty said:I thought the Take 10 thing was allowable any time when it wasn't a stressful sitaution. HAve I been misinformed?