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Skill checks

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  • ideonekI ideonek

    Ok, but if the 20 doesn’t succed, why did you let them roll in the first place?

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    Skua
    wrote last edited by skua@kbin.earth
    #52

    In addition to what the others have said, I think degrees of failure are often a fun thing to introduce whether they are in the rules or not (I’ll assume D&D 5E). It might be that a 20 with your +3 athletics isn’t enough to completely leap over that huge gap, but you manage to grab a handhold a few metres below the edge. You’ll have to take a turn or two to climb up, but you’re okay. The cleric’s roll of 3 with a -1 athletics, on the other hand, sees him plummeting to the bottom and taking a heap of fall damage

    1 Reply Last reply
    11
    • T The Picard Maneuver

      (in D&D at least)

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      wrote last edited by kolanaki@pawb.social
      #53

      They do at my table. Because it’s more fun, god damn it!

      Taking a 10 is a strategic choice. You can automatically succeed because the DC is >10, or you can roll for it and try to get a critical success that comes with a random fringe bonus (such as extra XP, or making an action more permanent; like you crit a lockpicking check which just breaks the lock so it can’t be relocked) but also with the chance of critically failing (you broke the lock and now it can’t be unlocked!).

      It also allows you to maybe succeed even if your stats would not let you. The DC is 50. With your bonuses, even a 20 would not beat the DC. But maybe fate intervened and you got lucky as fuck. Disco Elysium uses this a lot. Hell, there’s a whole sidequest locked behind a door that can only be opened if you roll a double 6.

      Dharma CuriousD 1 Reply Last reply
      31
      • bcovertigoB bcovertigo

        …If we fall off the rope bridge because you did a backflip I’m haunting you though.

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        rizzrustbolt@lemmy.world
        wrote last edited by
        #54

        I have zero regrets about my sick-ass backflip.

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        9
        • JackbyDevJ JackbyDev

          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.

          🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
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          🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
          wrote last edited by kolanaki@pawb.social
          #55

          Why the hell not? You’re the DM. Why do you not have copies of your player’s character sheets?

          JackbyDevJ 1 Reply Last reply
          4
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            jawa22@lemmy.blahaj.zone
            wrote last edited by
            #56

            D&D is that way, though. Every time you see a natural 20 for anything that isn’t an attack does not automatically succeed unless people are using homegrown, which they often are.

            1 Reply Last reply
            4
            • StametsS Stamets

              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! IT’S LITERALLY WHAT THE MEME IS ABOUT!

              That’s not written in DnD. Or at least 5e which appears to be what the posted meme is alluding to. The only places in the DMs Guide or PHB where a Natural 20 is mentioned is only a critical hit in combat or a critical success in a death save. No where else save for the random odd specific ability that requires you to spend something in exchange.

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              hiddenlychee@lemmy.world
              wrote last edited by
              #57

              I think we’re talking past each other here-- everyone is saying it SHOULD be a rule and everyone they know does it anyway so it’s “part of DND”.

              It’s like stacking +4 cards in uno. Might not be in the rules, but everyone knows to do it.

              1 Reply Last reply
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              • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

                They do at my table. Because it’s more fun, god damn it!

                Taking a 10 is a strategic choice. You can automatically succeed because the DC is >10, or you can roll for it and try to get a critical success that comes with a random fringe bonus (such as extra XP, or making an action more permanent; like you crit a lockpicking check which just breaks the lock so it can’t be relocked) but also with the chance of critically failing (you broke the lock and now it can’t be unlocked!).

                It also allows you to maybe succeed even if your stats would not let you. The DC is 50. With your bonuses, even a 20 would not beat the DC. But maybe fate intervened and you got lucky as fuck. Disco Elysium uses this a lot. Hell, there’s a whole sidequest locked behind a door that can only be opened if you roll a double 6.

                Dharma CuriousD This user is from outside of this forum
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                Dharma Curious
                wrote last edited by
                #58

                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

                🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 1 Reply Last reply
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                • Dharma CuriousD Dharma Curious

                  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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                  🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                  wrote last edited by kolanaki@pawb.social
                  #59

                  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, trying to piece together what happened with your shoes by analyzing the broken window, 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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                  • K kerrigan778@lemmy.blahaj.zone

                    They do if the DM says they do, y’all get way too hard for the rules as written.

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                    graycliff@ttrpg.network
                    wrote last edited by
                    #60

                    Not to mention which game you’re actually playing.

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                    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

                      Why the hell not? You’re the DM. Why do you not have copies of your player’s character sheets?

                      JackbyDevJ This user is from outside of this forum
                      JackbyDevJ This user is from outside of this forum
                      JackbyDev
                      wrote last edited by
                      #61

                      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.

                      🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 1 Reply Last reply
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                      • DaeD Dae

                        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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                        corn@lemmy.ml
                        wrote last edited by
                        #62

                        Having that 1 player being stalked by a horny dragon for the rest of the game, just in case.

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                        • JackbyDevJ JackbyDev

                          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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                          🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                          wrote last edited by
                          #63

                          How do you create fair encounters without knowing your player’s character’s stats? 🤨

                          🔍🦘🛎Z S JackbyDevJ 3 Replies Last reply
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                          • G Cornbread

                            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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                            JackbyDev
                            wrote last edited by
                            #64

                            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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                            • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

                              How do you create fair encounters without knowing your player’s character’s stats? 🤨

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                              🔍🦘🛎
                              wrote last edited by
                              #65

                              Throwing whatever you please at them. It’s fair because they’re informed of the risks and given opportunities to adjust their plans.

                              1 Reply Last reply
                              1
                              • Kruh MasterK Kruh Master

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                                🔍🦘🛎
                                wrote last edited by
                                #66

                                20 peasants stand on the edge of the Grand Canyon and attempt to jump across. On average, should one succeed?

                                S Kruh MasterK 2 Replies Last reply
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                                • JackbyDevJ JackbyDev

                                  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.

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                                  untorquer@lemmy.world
                                  wrote last edited by untorquer@lemmy.world
                                  #67

                                  I agree. 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.

                                  JackbyDevJ 1 Reply Last reply
                                  3
                                  • R rolder@reddthat.com

                                    But at the same time, if the DC is so high that no roll could succeed, then they shouldn’t be rolling for it in the first place

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                                    entropicdrift@lemmy.sdf.org
                                    wrote last edited by
                                    #68

                                    This. You only need dice if the odds are dicey.

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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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                                      bushvin@lemmy.world
                                      wrote last edited by bushvin@lemmy.world
                                      #69

                                      Hello fellow Pathfinder!

                                      1 Reply Last reply
                                      6
                                      • T The Picard Maneuver

                                        (in D&D at least)

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                                        honytawk@lemmy.zip
                                        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.

                                        C 1 Reply Last reply
                                        33
                                        • 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 Guest
                                          #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 want to feel good. We’re also rewriting several rules at this point.

                                          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 actually don’t mind pass/fail skill rolls in D&D or other games. Rolling a 20 is inherently satisfying to me. But I adore the DC+10 critical threshold for making a good build feel like it was time well spent, in or out of game. And since the natural 20/1 and critical rules are connected at the hip, I’ll gladly take them both.

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