A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
Skill checks
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They do at my table. Because it's more fun, god damn it!
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I have zero regrets about my sick-ass backflip.
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Because I don't have everyone's modifier for every skill, ability, saving throw, and attack memorized off the top of my head, nor do I have magical foresight into whether or not they will choose to use abilities that would add more additional points on top of those modifiers.Why the hell not? You're the DM. Why do you not have copies of your players character sheets?
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> but at the end of the day if a 20 is a crit success on skill checks it is a jackpot mechanic But it isn't a crit success on skill checks. That's what I'm losing my mind over lmao y'all are making it up! ***That's not written in the game.*** A Natural 20 is only a critical hit in combat or a critical success in a death save. No where else.
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They do at my table. Because it's more fun, god damn it!2 things: 1: I've gotten disco Elysium, and Ive only played a few minutes, but I don't remember it having rolls like that? How does one know what one is rolling? I played like 20 minutes of it 3 months ago, so maybe I'm misremembering. 2: that's how my brother DMs. I once critfailed a lock picking so badly that my character broke his finger. My brother laughed his ass off
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2 things: 1: I've gotten disco Elysium, and Ive only played a few minutes, but I don't remember it having rolls like that? How does one know what one is rolling? I played like 20 minutes of it 3 months ago, so maybe I'm misremembering. 2: that's how my brother DMs. I once critfailed a lock picking so badly that my character broke his finger. My brother laughed his ass offA 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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Why the hell not? You're the DM. Why do you not have copies of your players character sheets?I regularly play in groups with eight player characters, Kolkani. Do you want me to check all eight of their sheets and all their abilities that could possibly modify their scores or just ask them to make a Blah (Foo) check check and see what the result is? It's gonna be way faster for everyone to just ask them to roll.
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This is also a great way to handle it; malicious compliance/monkey paw. Makes for some humorous moments. And yeah, if a player is constantly having to be told no, a talk may need to be had, and if it can't be resolved, they probably need to go. It's also a reason why Session 0's are so important; talking out what's expected of the campaign both on the part of the players and what the GM has in mind.
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I regularly play in groups with eight player characters, Kolkani. Do you want me to check all eight of their sheets and all their abilities that could possibly modify their scores or just ask them to make a Blah (Foo) check check and see what the result is? It's gonna be way faster for everyone to just ask them to roll.How do you create fair encounters without knowing your player's character's stats? ๐คจ
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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.Think of it from their point of view though. They want to try and do something. For me to just flat out tell them "no, there's no possible way" is discouraging and robs them of autonomy. Obviously for crazy extreme circumstances I won't let them, like "let me convince the king to abdicate to me!" type things. But if I think the DC should be 25 or something I'm not gonna bother wasting my time calculating what the theoretical maximum could be for the roll because I genuinely cannot know. The player can always do things I don't expect or use other players' things to help. For reasonable but implausible things I'll allow rolls even if a nat 20 wouldn't work because I'm not calculating what a nat 20 could theoretically be. Plus, I often give people little flavor benefits for nat 20s even if they don't have mechanical success.
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How do you create fair encounters without knowing your player's character's stats? ๐คจ
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Because I don't have everyone's modifier for every skill, ability, saving throw, and attack memorized off the top of my head, nor do I have magical foresight into whether or not they will choose to use abilities that would add more additional points on top of those modifiers.In casual play you can rely on veteran players to know their stats. If they're the type to lie intentionally then they can leave the table. If they're making mistakes then maybe something goes a little too easily, oh well. The best DMs i had didn't give a shit and focused on rewarding players for learning.
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But at the same time, if the DC is so high that no roll could succeed, then they shouldnโt be rolling for it in the first place
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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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They absolutely do, and the bonus effects are listed in the description of each skill action. Oh. you mean in D&D. *washes hands*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 thereโs not a lot better than, โYou did it perfectly.โ A regular success earns that according to the rules, I donโt 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 PCโs in the zone or whatever. Not awful, but it doesnโt directly reward the player right when they rolled the 20, which is the occurrence weโre trying to incentivize. Iโm also rewriting several rules at this point. I personally donโt mind pass/fail rolls in D&D or other games. Seeing the highest possible number on my die is inherently satisfying to me. Itโs 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 donโt 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 Grandmaโs rickety shed. I really love it.
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20 peasants stand on the edge of the Grand Canyon and attempt to jump across. On average, should one succeed?