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@supernovastar:chat.blahaj.zone

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  • 15 Comments
Joined 1 year ago
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Cake day: November 12th, 2024

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  • you have them roll for perception first then you are narrating the area and having players say what they want to do afterwards

    now their actions are going to be influenced by their low perception roll

    You shouldn’t be rolling for perception first. Players don’t get to roll until they actually do a thing, until then you use passive perception. And even if you are rolling a perception check on their behalf, you do it behind the screen. So they won’t know if they rolled well or not.

    rolls come after the declaration of actions

    Hard agree! But passive perception isn’t an action or a roll. It’s passive.

    The thing about BAD traps versus a GOOD traps, though, is ensuring that players have the opportunity to try avoiding it.

    Exactly. The players should have the opportunity to avoid it. If traps are only a binary - perfectly obvious or completely invisible depending on a single roll - then the characters had a chance to avoid the trap, but the player didn’t. And then “optimal play” is painstakingly triple-searching every square foot of the dungeon in case Schodinger’s Trap is lurking somewhere.

    Which is either trivial and tedious (in games where you don’t track the passage of time) or stupidly punishing and tedious (if you are tracking time). Since I do prefer to track time spent, I’d rather give my players the sense that they can ‘logic out’ where traps are likely to be and encourage them to spend their valuable time searching only when and where it makes the most sense. After all, skill expression is a very rewarding part of playing a game. And being able to predict where a trap is likely to be and then finding one there? That really makes players feel like adventurers.



  • If someone is literally a danger to society, sure. But (especially in the US) the jails are absolutely crammed full with people that, by and large, only committed nonviolent crimes.

    And even for things classified as “violent crimes” - a lot of it is overblown or committed by people who would otherwise not be violent but were pushed to the brink by a brutal, uncaring society.

    Incarceration should really be an absolute last resort reserved only for the worst of the worst, but instead we fill beds like we’re meeting a quota because it funnels taxpayer dollars into rich people’s pockets. (And that’s not just the US, either, although we’re certainly one of the worst ones for it.)









  • What the player says determines what the character says - but the dice determine how they say it.

    It’s just like everything else, the player chooses what to attack, but the dice say how it goes.

    Naturally, the player’s choice of words could give them a boost or hinder them. Also, I wouldn’t let the player just “roll to seduce.” You gotta rp a little if you want a rp reward.