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Skill checks

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  • 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

    entropicdrift@lemmy.sdf.orgE This user is from outside of this forum
    entropicdrift@lemmy.sdf.orgE This user is from outside of this forum
    entropicdrift@lemmy.sdf.org
    wrote last edited by
    #68

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

    1 Reply Last reply
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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

      bushvin@lemmy.worldB This user is from outside of this forum
      bushvin@lemmy.worldB This user is from outside of this forum
      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

          ? Offline
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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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          • 🔍🦘🛎Z 🔍🦘🛎

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

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            Sidhean
            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, 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.

              L This user is from outside of this forum
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              leftzero@lemmy.dbzer0.com
              wrote last edited by leftzero@lemmy.dbzer0.com
              #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 (supposing you failed them) 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.

              🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 1 Reply Last reply
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              • L leftzero@lemmy.dbzer0.com

                Many of them can be re-rolled later once you get more skill points.

                It calls these white checks. Specifically they’ll unlock again (supposing you failed them) 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.

                🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                wrote last edited by
                #74

                You can also find or buy dice that’ll unlock some of them.

                Those actually do something? 😮

                L 1 Reply 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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                  leftzero@lemmy.dbzer0.com
                  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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                    leftzero@lemmy.dbzer0.com
                    wrote last edited by
                    #76

                    They do! Each one reopens a different set of white checks, and reduces their difficulty! 😄

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                    • ideonekI This user is from outside of this forum
                      ideonekI This user is from outside of this forum
                      ideonek
                      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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                      4
                      • T The Picard Maneuver

                        (in D&D at least)

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                        tyrq@lemmy.dbzer0.com
                        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

                        1 Reply Last reply
                        4
                        • T The Picard Maneuver

                          (in D&D at least)

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                          leftzero@lemmy.dbzer0.com
                          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.

                          S 1 Reply Last reply
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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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                            Guest
                            wrote last edited by Guest
                            #80

                            Once in a blue moon, an impossible check can 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 would 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. An interactive skill check is more substantial in the player’s mind than a monologue on the task being impossible, particularly if it stands out because they fail that check despite a super high result.

                            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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                              Skua
                              wrote last edited by skua@kbin.earth
                              #81

                              I don’t think I’ve ever needed 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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                              2
                              • T The Picard Maneuver

                                (in D&D at least)

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                                trslim@pawb.social
                                wrote last edited by
                                #82

                                Fuck you, Im dm so I get to pick what does and doesnt crit 😠

                                W 1 Reply Last reply
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                                • L leftzero@lemmy.dbzer0.com

                                  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.

                                  S This user is from outside of this forum
                                  S This user is from outside of this forum
                                  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.

                                  L 1 Reply Last reply
                                  22
                                  • 🔍🦘🛎Z 🔍🦘🛎

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

                                    Kruh MasterK This user is from outside of this forum
                                    Kruh MasterK This user is from outside of this forum
                                    Kruh Master
                                    wrote last edited by
                                    #84

                                    We don’t do averages, just addition and subtraction 😂

                                    1 Reply Last reply
                                    0
                                    • 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.

                                      L This user is from outside of this forum
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                                      leftzero@lemmy.dbzer0.com
                                      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.

                                      Don PianoD 1 Reply Last reply
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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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                                        godnroc@lemmy.world
                                        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.
                                        S 1 Reply Last reply
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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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                                          archpawn@lemmy.world
                                          wrote last edited by
                                          #87

                                          Some players don’t ask.

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                                          2

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