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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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  • ๐Ÿ‡ฐ ๐ŸŒ€ ๐Ÿ‡ฑ ๐Ÿ‡ฆ ๐Ÿ‡ณ ๐Ÿ‡ฆ ๐Ÿ‡ฐ ๐Ÿ‡ฎ K ๐Ÿ‡ฐ ๐ŸŒ€ ๐Ÿ‡ฑ ๐Ÿ‡ฆ ๐Ÿ‡ณ ๐Ÿ‡ฆ ๐Ÿ‡ฐ ๐Ÿ‡ฎ
    How do you create fair encounters without knowing your player's character's stats? ๐Ÿคจ
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    Guest
    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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      Guest
      wrote last edited by
      #82
      Fuck you, Im dm so I get to pick what does and doesnt crit >๐Ÿ˜ž
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      • ? Guest
        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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        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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          Guest
          wrote last edited by
          #84
          We don't do averages, just addition and subtraction ๐Ÿ˜‚
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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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            Guest
            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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                      wrote last edited by
                      #90
                      Well DnD consistently doesn't have criticals outside of attack rolls and death saves. Like the person you replied to asked, what would you even expect to happen on an ability crit? If the DM only lets you roll on things that would be possible for you, then you would succeed on a 20 anyway. If the DM lets you roll on impossible things, then you have a 5% of doing the impossible. Neither option is good. I absolutely let a 20 or 1 have extra effect whenever it makes sense and feels right. But having it be a core rule would be a PITA. Not to mention that it would make skill checks even more driven by randomness, which is already a problem.
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                      • ? Guest
                        Well DnD consistently doesn't have criticals outside of attack rolls and death saves. Like the person you replied to asked, what would you even expect to happen on an ability crit? If the DM only lets you roll on things that would be possible for you, then you would succeed on a 20 anyway. If the DM lets you roll on impossible things, then you have a 5% of doing the impossible. Neither option is good. I absolutely let a 20 or 1 have extra effect whenever it makes sense and feels right. But having it be a core rule would be a PITA. Not to mention that it would make skill checks even more driven by randomness, which is already a problem.
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                        wrote last edited by
                        #91
                        >what would you even expect to happen on an ability crit? Extra information, owed a favour, make a friend, get a small reward, get a clue to a larger reward, impress someone important, uncover a secret, get forewarning of a danger, hinder a rival, gain advantage on something, opponent is exhausted/confused/embarrassed and must pass a saving throw to act... Skill check crits would be just like combat crits except there's way more scope for fictional as well as mechanical benefits.
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                        • ? Guest
                          They do if the DM says they do, y'all get way too hard for the rules as written.
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                          wrote last edited by
                          #92
                          Yeah, the people that do rules as written, or follow a book for a campaign to the letter, to hard often end up taking the fun out of it. My first ever campaign I was an outlander ranger with high survival. We started in a swamp and it was written "pass survival check, if fail, roll to go in a random direction". I somehow failed 7/8 rolls with +7 (bad luck). We spent the whole session going round in circles and ended up further away from our objective than we started. I felt awkward/stressed, and the others just felt bored/frustrated. Chatting with more seasoned players afterwards they were like "yeah, that shouldn't be how it normally goes, but it's not your fault, DM should have a fail safe for stuff like that. First rule is 'is it fun'. Just cause the campaign says 'do x' doesn't necessarily mean you should if it's not fun for anyone"
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                            Fuck you, Im dm so I get to pick what does and doesnt crit >๐Ÿ˜ž
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                            wrote last edited by
                            #93
                            Exactly. Why not make them crit? It's going to be up to the DM anyway to define what a "critical success" means on a skill check. There's no hard rule like the extra damage that comes with crit successes on attacks. The DM gets to choose what a critical success on a skill check actually produces. The DM can easily just make sure the crit success isn't game breaking. Your players are in an audience with the king. The bard tries to be funny and tries to convince the king to give him his crown and hand the kingdom over to him. Actually making the bard the new king would break the game. But maybe a critical fail means the bard gets sent to the dungeon to be tortured for daring to make such a request. A critical success means the king will grant the bard one "wish," ie, any reasonable single reasonable request that is within the king's power. The whole situation is fully in the DM's power.
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                            • S sbv@sh.itjust.works
                              You're right, but I don't know most of my PCs stats. If the DC on a lock is 21, I'd expect a rogue *might* make it, but another PC who has never picked a lock wouldn't.
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                              wrote last edited by
                              #94
                              Worse! At just level 7, a rogue is likely to have +11 and Advantage to pick a lock, which combined with Reliable Talent means they can't fail a DC 21, and have a 1/2 chance of beating a DC 26. So if you want there to be uncertainty and challenge, you have to make the DC more like 25-28. Making it all the more likely that the lock should be impossible to the rest of the party. If I wanted to formally add ability check crits I would make them add/subtract something from your result. Not automatically pass/fail, because the consequences of that are bonkers.
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                              • ? Guest
                                Worse! At just level 7, a rogue is likely to have +11 and Advantage to pick a lock, which combined with Reliable Talent means they can't fail a DC 21, and have a 1/2 chance of beating a DC 26. So if you want there to be uncertainty and challenge, you have to make the DC more like 25-28. Making it all the more likely that the lock should be impossible to the rest of the party. If I wanted to formally add ability check crits I would make them add/subtract something from your result. Not automatically pass/fail, because the consequences of that are bonkers.
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                                sbv@sh.itjust.works
                                wrote last edited by
                                #95
                                > Not automatically pass/fail, because the consequences of that are bonkers. Agreed
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                                • ? Guest
                                  Yeah, the people that do rules as written, or follow a book for a campaign to the letter, to hard often end up taking the fun out of it. My first ever campaign I was an outlander ranger with high survival. We started in a swamp and it was written "pass survival check, if fail, roll to go in a random direction". I somehow failed 7/8 rolls with +7 (bad luck). We spent the whole session going round in circles and ended up further away from our objective than we started. I felt awkward/stressed, and the others just felt bored/frustrated. Chatting with more seasoned players afterwards they were like "yeah, that shouldn't be how it normally goes, but it's not your fault, DM should have a fail safe for stuff like that. First rule is 'is it fun'. Just cause the campaign says 'do x' doesn't necessarily mean you should if it's not fun for anyone"
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                                  shaggysnacks@lemmy.myserv.one
                                  wrote last edited by
                                  #96
                                  That's why I really enjoy the "fail but" or "success except" mechanic were even failing still advances the plot. Maybe you get lost however stumble upon something that can help with the objective.
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                                  • S shaggysnacks@lemmy.myserv.one
                                    That's why I really enjoy the "fail but" or "success except" mechanic were even failing still advances the plot. Maybe you get lost however stumble upon something that can help with the objective.
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                                    wrote last edited by
                                    #97
                                    Yeah, one of the other players in that sesh was a forever GM, he was saying how he will maybe do one big "bad roll, bad consequences", but then if it happens again something like "you go in the right direction but you twist your ankle in the brush" or "it takes twice as long" or something
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                                      stovetop@lemmy.world
                                      wrote last edited by
                                      #98
                                      FWIW, inconsistency is one of the things I hate the most about the game design in Elden Ring. It does not properly communicate the actual impact of stat upgrades at different levels (e.g. 39-40 vigor is a significantly higher jump than 40-41 vigor) and enemies will have resistances or weaknesses to different damage types that often feel arbitrary/poorly communicated (e.g. the Magma Wyrm, a creature that breathes fire, is more resistant to fire than the Fire Giant; Borealis, an icy dragon that breathes ice, is nearly as resistant to fire as the Fire Giant; Hero of Zamor, an icy man that shoots ice, is weak to fire). Elden Ring's design is essentially a form of trial and error that often punishes you for choosing poorly, relying instead on metagame knowledge (patterns from previous Souls games, online discourse) to patch up its shortcomings. Fun as all hell when you know what to do, but its systems are incredibly arcane for newcomers.
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                                        JackbyDev
                                        wrote last edited by
                                        #99
                                        That's still not clear what you mean, all of those things are typically the results of a success. Do you mean nat 20 should always succeed? Do you mean nat 20 should always be a success with extra benefits? Do you mean nat 20 should always give you a side benefit even if it fails? You need to be more clear.
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                                        • ? Guest
                                          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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                                          JackbyDev
                                          wrote last edited by
                                          #100
                                          No, you're misunderstanding, I'm not saying the *player*, I'm saying *the DM*. I'm not going to waste everyone's time at the table checking whether a 20 on the die could possibly succeed given their modifier when I can just ask them to make a roll. It's way quicker.
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