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You're doing what? Surprising the DM
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<blockquote data-quote="Aenghus" data-source="post: 6125079" data-attributes="member: 2656"><p>Admittedly, signals are subjective and can be misinterpreted. Which I am prone to - when a referee is throwing up lots of roadbocks and reducing success chances to 25% or less, I find it difficult to tell if it's because the current task is very difficult or actually impossible. Depending on the penalties for individual failures, I'm likely to get discouraged and abandon the plotline, seeking another path of least resistance. </p><p></p><p> Constant failures can damage player morale and make them back off. When the referee wants the players to push harder, but the players just see brick wall after brick wall thrown in front of them and decide to back off, everyone involved may get frustrated and angry. I've seen this happen a number of times, especially with referees unwilling to step outside the game to discuss it or who blame the players for everything.</p><p></p><p>When players suprise the referee they are often taken aback, and if they think that a decision doesn't make sense or is a waste of time it's easy to assign larger penalties than perhaps are objectively called for. </p><p></p><p>And penalties have serious cumulative effects. On single die rolls the success rate will probably drop well under 50%, which will quickly move larger tasks requiring multiple successful rolls to highly unlikely.(two 30% in a row is a 9% chance, it gets increasingly worse with lower chances or more successes required). referees with less system mastery or math skills can easily make tasks practically impossible by accident by piling on penalties.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6125079, member: 2656"] Admittedly, signals are subjective and can be misinterpreted. Which I am prone to - when a referee is throwing up lots of roadbocks and reducing success chances to 25% or less, I find it difficult to tell if it's because the current task is very difficult or actually impossible. Depending on the penalties for individual failures, I'm likely to get discouraged and abandon the plotline, seeking another path of least resistance. Constant failures can damage player morale and make them back off. When the referee wants the players to push harder, but the players just see brick wall after brick wall thrown in front of them and decide to back off, everyone involved may get frustrated and angry. I've seen this happen a number of times, especially with referees unwilling to step outside the game to discuss it or who blame the players for everything. When players suprise the referee they are often taken aback, and if they think that a decision doesn't make sense or is a waste of time it's easy to assign larger penalties than perhaps are objectively called for. And penalties have serious cumulative effects. On single die rolls the success rate will probably drop well under 50%, which will quickly move larger tasks requiring multiple successful rolls to highly unlikely.(two 30% in a row is a 9% chance, it gets increasingly worse with lower chances or more successes required). referees with less system mastery or math skills can easily make tasks practically impossible by accident by piling on penalties. [/QUOTE]
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