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Skill checks
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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?
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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.> 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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> 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.>You can also find or buy dice that'll unlock some of them. Those actually *do* something?
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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.> 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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>You can also find or buy dice that'll unlock some of them. Those actually *do* something?
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The problem with DNDยน 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.โ 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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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 donโt have any idea whatโs up with this enchantment. I really talk up how weird/complicated/confusing/impenetrable the enchantment is. Iโd 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 playerโs 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. Itโs a niche scenario, I admit. Most of the time just donโt ask for the check.
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How do you create fair encounters without knowing your player's character's stats? ๐คจI 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