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Chebucto Regional Softball Club

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A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Skill checks

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  • ? Guest
    (in D&D at least)
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    Guest
    wrote last edited by
    #70
    On page 242 of the Dungeon Master Guide 2014, it describes crit successes and fails as an optional rule. As optional as multiclassing and feats.
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    • B bartydecanter@lemmy.sdf.org
      They absolutely do, and the bonus effects are listed in the description of each skill action. Oh. you mean in D&D. *washes hands*
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      Guest
      wrote last edited by
      #71
      Dating back to 3rd critical skill checks in D&D suck because a lot of skills are written as pass/fail. Example: picking a lock. If we want to add criticals, a 1 breaks the lock; mostly okay, with the long acknowledged fringe problem of experts being incompetent 5% of the time. What does a natural 20 get? I adore opportunities to be creative, but there’s not a lot better than, “You did it perfectly.” A regular success earns that according to the rules, I don’t want to take it away. A speech about how cool and ninja the PC is can come off pretty cringey to me. The correct mechanical answer would be to let the 20 roll over to the next check because the PC’s in the zone or whatever. Not awful, but it doesn’t directly reward the player right when they rolled the 20, which is the occurrence we’re trying to incentivize. I’m also rewriting several rules at this point. I personally don’t mind pass/fail rolls in D&D or other games. Seeing the highest possible number on my die is inherently satisfying to me. It’s saving throws where a 20 or 1 really pulls at my heartstrings. 5e has critical saves as written and they work okay. Meanwhile, PF2e baked degrees of success into everything. On a crit fail they break the lock, on a fail they leave traces of their fruitless efforts, on a success they get one success toward opening the lock while scuffing it up a little, and on a crit success they get two successes and leave the lock looking pristine. The players don’t feel cheated when they get a normal success and scuff up the lock. The 20 has some reward for most characters. The 1 has a setback, even a reasonable setback for an expert with a +25 trying to open the DC 10 lock on Grandma’s rickety shed. I really love it.
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      • ? Guest
        20 peasants stand on the edge of the Grand Canyon and attempt to jump across. On average, should one succeed?
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        wrote last edited by
        #72
        While no individual peasant ought make it across, im pretty sure on average, one in twenty people can jump the Grand Canyon
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        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
          A lot of dialogue points and other actions will bring up a thing that rolls 2 D6s. Snake eyes is a critical failure, double sixes is critical success. The earliest point in the game where you can make one of these rolls is in your hotel room. Either by attempting to get your tie out of the ceiling fan, or by using the mirror and trying to stop making "The Expression." Many of them can be re-rolled later once you get more skill points. Others are one and done unless you reload or start a new game.
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          wrote last edited by
          #73
          > Many of them can be re-rolled later once you get more skill points. It calls these white checks. Specifically they'll unlock again once you level up the skill or stat they're associated to. You can also find or buy dice that'll unlock some of them. > Others are one and done unless you reload or start a new game. It calls these _red_ checks. And they're often much more fun than white checks, _especially_ when you fail them.
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          • ? Guest
            > Many of them can be re-rolled later once you get more skill points. It calls these white checks. Specifically they'll unlock again once you level up the skill or stat they're associated to. You can also find or buy dice that'll unlock some of them. > Others are one and done unless you reload or start a new game. It calls these _red_ checks. And they're often much more fun than white checks, _especially_ when you fail them.
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            wrote last edited by
            #74
            >You can also find or buy dice that'll unlock some of them. Those actually *do* something? 😮
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            • ? Guest
              You should at least have a general idea of your PC's skillsets. As in, don't let the country bumpkin make Arcana checks about monsters he's never seen, or let the stick figure try to punch down a wall. If you look at a character in a situation and think, "there's no way that could succeed," then they shouldn't be making a check.
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              wrote last edited by
              #75
              > don't let the country bumpkin make Arcana checks about monsters he's never seen Why not? It could be fun! Of course non-critical rolls would be useless, but on a critical failure they could convince the whole party that dragons can't see movement, and on a critical success they could buy mere chance figure out where its voonerables are (it's a million-to-one chance, but it might just work!)... > or let the stick figure try to punch down a wall Again, why not? _All_ rolls, they take a bit of damage; critical failure, they break their arm or hand, _and_ manage to dislodge a brick which starts a comically unlikely and _extremely_ noisy Rube Goldberg chain reaction which ends up waking up and alerting all the guards; critical success, they hit the hidden button that opens the secret door (in _another_ wall), starting a whole new subquest.
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              • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                >You can also find or buy dice that'll unlock some of them. Those actually *do* something? 😮
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                wrote last edited by
                #76
                They do! [Each one](https://discoelysium.fandom.com/wiki/Dice) reopens a different set of white checks, and reduces their difficulty! 😄
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                  wrote last edited by
                  #77
                  Yep, those are all great responses. I learned a lot. Funwise, it seems like a good solution would be "failure... but!" approach. So the player have at least some reward for doing the best they can even if it's not enought to clear the chalange completely.
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                  • ? Guest
                    (in D&D at least)
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                    wrote last edited by
                    #78
                    It has the same mouthfeel as a crit, I want my wildest dreams to come true every time I see that two zero
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                    • ? Guest
                      (in D&D at least)
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                      wrote last edited by
                      #79
                      The problem with DND¹ is that it's a wargame cosplaying as a role playing game. We're _not_ recreating historical battles. Let the players (and the DM) have fun. --- 1.— It boggles the mind that one of the early failed experiments at making role playing games (by slightly modifying the rules of pre-existing wargames) is still somehow the standard. Sure, it _was_ one of the main inspirations for the genre... but there's a good reason we're not still driving Ford Model Ts.
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                      • ? Guest
                        Ok, but if the 20 doesn't succed, why did you let them roll in the first place?
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                        wrote last edited by
                        #80
                        Once in a blue moon, an impossible check impress a scale of difficulty on the players. D&D example: a player with a high bonus attempts an Arcana check to figure out an enchantment and rolls well, up to a natural 20. I let the players have their moment of joy. Then I make a big deal of telling them they don’t have any idea what’s up with this enchantment. I really talk up how weird/complicated/confusing/impenetrable the enchantment is. I’d be trying to prompt emotions I want the players and PC to share. Frustration, inadequacy. The players viscerally know they need to try a different approach. And because I gave the check a decent chunk of game time, it has more narrative weight. A back and forth skill check is heftier in the player’s minds than a quick monologue on how the task is impossible and that trying is impossible. Instead, I let them try and they failed despite doing well. It’s a niche scenario, I admit. Most of the time just don’t ask for the check.
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                        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                          How do you create fair encounters without knowing your player's character's stats? 🤨
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                          wrote last edited by
                          #81
                          I don't think I've ever need more information than character level and a vague sense of whether that character/player is more or less effective in combat/social encounters than usual to make them. I definitely don't need to worry about whether they've got expertise in history, that's something they can bring up when I ask them for a history check
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                          • ? Guest
                            (in D&D at least)
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                            wrote last edited by
                            #82
                            Fuck you, Im dm so I get to pick what does and doesnt crit >😞
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                            • ? Guest
                              The problem with DND¹ is that it's a wargame cosplaying as a role playing game. We're _not_ recreating historical battles. Let the players (and the DM) have fun. --- 1.— It boggles the mind that one of the early failed experiments at making role playing games (by slightly modifying the rules of pre-existing wargames) is still somehow the standard. Sure, it _was_ one of the main inspirations for the genre... but there's a good reason we're not still driving Ford Model Ts.
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                              stovetop@lemmy.world
                              wrote last edited by
                              #83
                              D&D today is almost an unrecognizable game from its first incarnation in the 70's, though. I'm not really seeing the parallels to war games other than the fact that you have the option of using a battle map in combat, which is hardly unique to D&D. To borrow your analogy, no one drives the Model T today, but cars still have 4 tires and a steering wheel.
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                              • ? Guest
                                20 peasants stand on the edge of the Grand Canyon and attempt to jump across. On average, should one succeed?
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                                wrote last edited by
                                #84
                                We don't do averages, just addition and subtraction 😂
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                                • S stovetop@lemmy.world
                                  D&D today is almost an unrecognizable game from its first incarnation in the 70's, though. I'm not really seeing the parallels to war games other than the fact that you have the option of using a battle map in combat, which is hardly unique to D&D. To borrow your analogy, no one drives the Model T today, but cars still have 4 tires and a steering wheel.
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                                  wrote last edited by
                                  #85
                                  It's a game designed around math, combat, and dungeon crawling, not around roleplaying. The objective isn't to have fun roleplaying, but to roll the right numbers to maximise damage to the enemy. Any real fun comes from ignoring the rules and homebrewing. The car might have gotten a few coats of paint over the years and maybe more ergonomic seats, but it's still the same old chassis and engine underneath. There are many games built around the concept of getting the players to have fun roleplaying, but DND has never been one of them, and if it ever became one it'd no longer be DND.
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                                  • S sbv@sh.itjust.works
                                    Agreed, auto success on a skill check nerfs challenges. If the DC is so high that the PC doesn't succeed with a 20, it seems too random to give it to them. Then again, it depends on the situation: a nat 20 trying to convince the penny pinching tavern owner to give you a discount seems like fun even if the DC should be infinite; but when dealing with something story related, I'd stick a little closer to the rules.
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                                    wrote last edited by
                                    #86
                                    I recall a Zee Bashew video that I can't seem to find that referenced a chart of how willing someone was to help when requested. The idea being the scale isn't from "I will actively hinder you" to "I will sell my estate to aid you" but rather from less then helpful to more helpful. For example, if you asked some haggard clerk about a quest the scale might be: - Critical failure, the clerk directs you to the job board for details on any job. - Failure, the clerk may point out there specific job on the board and direct you to it. - Success, the clerk tells you that the person who posted the job is staying somewhere in town. - Critical success, the clerk may share a rumor they heard in addition to telling you where the poster may be staying. Regarding a discount from a penny-pinching inn keeper, perhaps it could go: - Critical failure, payment for the entire stay is required up front. Extending your stay is not permitted. - Failure, They are not willing to lower their prices - Success, they will offer a lower price if you bundle extra services like meals, drinks, and baths. - Critical success, they will offer you the bundle rate without bundling.
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                                    • ? Guest
                                      Ok, but if the 20 doesn't succed, why did you let them roll in the first place?
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                                      archpawn@lemmy.world
                                      wrote last edited by
                                      #87
                                      Some players don't ask.
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                                      • ? Guest
                                        It's technically homebrew, but basically every table Ive played at will give you a little bonus if you roll a 20 for a check and a little negative if you roll a 1. But we still kept that a 20 does not necessarily mean an auto success and a 1 is not necessarily an auto failure. You still need to beat the DC
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                                        archpawn@lemmy.world
                                        wrote last edited by
                                        #88
                                        Mutants and Masterminds has (effectively) a +5 if you roll a 20, but no extra penalty for rolling a 1.
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                                        • ? Guest
                                          I recall a Zee Bashew video that I can't seem to find that referenced a chart of how willing someone was to help when requested. The idea being the scale isn't from "I will actively hinder you" to "I will sell my estate to aid you" but rather from less then helpful to more helpful. For example, if you asked some haggard clerk about a quest the scale might be: - Critical failure, the clerk directs you to the job board for details on any job. - Failure, the clerk may point out there specific job on the board and direct you to it. - Success, the clerk tells you that the person who posted the job is staying somewhere in town. - Critical success, the clerk may share a rumor they heard in addition to telling you where the poster may be staying. Regarding a discount from a penny-pinching inn keeper, perhaps it could go: - Critical failure, payment for the entire stay is required up front. Extending your stay is not permitted. - Failure, They are not willing to lower their prices - Success, they will offer a lower price if you bundle extra services like meals, drinks, and baths. - Critical success, they will offer you the bundle rate without bundling.
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                                          sbv@sh.itjust.works
                                          wrote last edited by
                                          #89
                                          For stuff that isn't story related, and if the group is in the right frame of mind, I'd ham up 1 and 20 on social roles. Nobody is selling their estate, but they might decide they take a shine to the PC or something else that's fun. Similarly, a nat-1 could get the NPC offended, so they refuse a request grumpily or only help grudgingly. Otherwise, I think what you're saying is how I'd play it.
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