tag:blogger.com,1999:blog-4436797024696330837.post6688118900116382228..comments2024-03-21T16:11:13.842-07:00Comments on Ten Foot Polemic: TFP DMG: How I Use SkillsJames Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4436797024696330837.post-11970452845613577192019-12-23T11:32:53.521-08:002019-12-23T11:32:53.521-08:00Interesting stuff. This made me spew out some 200...Interesting stuff. This made me spew out some 2000 words about skill system ruminations today (and also reminded me to push the group to play LotFP the next time we're trying a new system).Ash Adlerhttps://www.blogger.com/profile/09930777908505063233noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-71377159223622709462017-02-10T03:52:05.341-08:002017-02-10T03:52:05.341-08:00Wow, congrats! Sounds like going back home was a r...Wow, congrats! Sounds like going back home was a real good idea!James Younghttps://www.blogger.com/profile/01728054107958411289noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-21153193801506378152017-02-08T08:18:47.248-08:002017-02-08T08:18:47.248-08:00>> locks are meant to keep people out after ...>> locks are meant to keep people out after all<br /><br />Or at least, make their life harder if they decide to enter. As you said, they could just smash in. Fuck the lock.<br /><br />I suppose I'm having good time, as I ended up getting married. Jeez.Smoccohttps://www.blogger.com/profile/11637749966156509459noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-34201122063715376832017-02-08T04:47:43.695-08:002017-02-08T04:47:43.695-08:00Hey man! Yea, great point!
Knowledge checks are a ...Hey man! Yea, great point!<br />Knowledge checks are a menace, I'm glad to see the back of them. Especially things like DC 15 Nature Check to know that bears live in caves.<br /><br />Roll only if both outcomes are interesting is a great way to put it, actually.<br />What I've been trying to do lately is add an extra good kicker to actions where I'd ordinarily say "yea you just do it". Makes people feel like they're extra good I guess.<br /><br />I tend to flip-flop in regards to lockpicking. Is it interesting to just say "you fail"? Not really. But I guess it leads to the need for other solutions which might be more interesting?<br />Maybe they decide to kick down the door, drawing the goblin patrol. Or even just leave it which isn't so bad, locks are meant to keep people out after all.<br /><br />Hope you're having a good time in Italy, my man!James Younghttps://www.blogger.com/profile/01728054107958411289noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-84349075190331518692017-02-08T02:33:43.532-08:002017-02-08T02:33:43.532-08:00Hi James, long time no see.
I've just stumbled...Hi James, long time no see.<br />I've just stumbled into this article of yours, and i find it pretty interesting. I tend to overthink about skills a lot.<br /><br />I just want to add another (hopefully interesting) point of view. (To be honest you've already covered it a bit, I just want to give more focus) A skill has to be rolled only if a failure (or a success) will create any interesting playable situation.<br /><br />The common example is: the dm wants to give a piece of information to the players, and let them roll a knowledge check. This is wrong from a gaming prospective. If the information is needed for the adventure, a failure means that the dm needs to find another (shitty) way to deliver it. If the info was not so important but interesting, a failure means the player will simply miss it. Bullshit. Just give it to the more appropriate player and that's it: everyone is happy.<br /><br />For other skills it's a bit more complex. Picking a lock for example. You fail the roll to pick it. So you don't. Boring.<br />What about you fail the roll to pick, you eventually pick it but you make a lot of noise and a goblin patrol comes to see what's happening. That's more fun to me.<br /><br />The rule of thumb is: if an action can be tried multiple times, don't roll. If a failure don't follow with any cool development, don't roll. Basically roll only when a failure is fun.<br /><br />Renzo. From Italy.Smoccohttps://www.blogger.com/profile/11637749966156509459noreply@blogger.com