Nolinquisitor
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Post by Nolinquisitor on Aug 28, 2012 15:49:16 GMT -8
Just got an idea for a mechanic for Pathfinder/d20 and I thought to post it here to have some feedbacks. Maybe it's just a flash of stupidity but I have to make sure and ask my peers for validation (especially from guys like JiB or SirGuido).
It's a mechanics to deal with the age old problem of dice rolls that would normally be GM secret rolls in other games (i.e. GURPS).
For example, when the GM ask the player to roll a Search check (or Notice, Knowledge), if the player roll high he know what to expect and if he roll "1" he know what to expect even more. The GM can always make these rolls but players likes to rolls dices.
Here's my idea.
The player roll the difficulty (DC) and the GM roll the skill checks.
First Draft of a Mechanic: The player could rolls 1d20 minus their actual skill bonus, try to score lower. The GM can add some bonus to this roll, like an opposed enemy skill bonus (in the case of a Stealth versus Perception) or any other modifier to represent difficulty. Thus the player just know if the difficulty will be high or not. The GM then rolls 1d20 and try to roll this number or higher. The GM can now reveal the result by weaving a description that will surprise the player like it should be.
Thoughts?
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SirGuido
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Post by SirGuido on Aug 28, 2012 17:32:02 GMT -8
I just roll it for them. I find that the easiest way to do it. I keep index cards with my players stat bonuses, ac, etc, including relevant skills like stealth, perception, etc. I then roll it for them.
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Aug 28, 2012 17:42:30 GMT -8
And suppose you are about to do a scene with your players where they must cross a misty forest for several days. Will you roll for them all, for each possible encounter they might have in the misty forest?
Players might find it boring if you rolled 50 die rolls on their part.
I am tinkering with a mechanic for these circumstances.
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Post by jazzisblues on Aug 29, 2012 6:47:27 GMT -8
I make a distinction between what I call passive checks and active checks.
If a character is walking down a corridor where there's a secret door but they're just going down the corridor, that's a passive check and I make it for them without telling them.
If they are looking (stated by the player) for secret doors I have them make the check.
I have found that this strikes a good balance between keeping the mystery and giving them power over their own fate.
I do impose movement rate penalties if they are specifically checking for things. It takes time to look for secret doors.
Cheers,
JiB
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joegun
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Post by joegun on Aug 29, 2012 10:03:04 GMT -8
I don't play pathfinder, but I pretty much do what JIB said in Savage Worlds. If there is something there I'll make a passive check. I usually apply a -2 as they aren't actively looking, since Savage Worlds doesn't really have a passive check.
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SirGuido
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Post by SirGuido on Aug 29, 2012 14:41:32 GMT -8
I'm right there with JiB as well, I just didn't say it as well as he did. Also, as for going across a forest? I would roll the random encounters ahead of time. I like having that random element, which some people hate, so I do still have random encounters... I just don't do them right there at the table. I roll on the chart ahead of time. Of course, sometimes I can't. If I can't I will let a player roll and keep things moving as quickly as I can.
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Post by CreativeCowboy on Sept 18, 2012 3:17:56 GMT -8
I have players start the session with 12 x D20 rolls for their characters. I pass around this sheet clockwise at my table while the social chat goes on. I never use the same number twice and I can even roll a D12 as a randomizer if I get the feeling players are keeping track because secret/passive rolls are supposed to be secret.
I also have a laminated spreadsheet in front of me, as a placemat, with all the PC stats including racial bonus.
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Post by Kainguru on Sept 18, 2012 8:13:16 GMT -8
How about the player rolls the check . . . Then GM also rolls (behind the screen) 1d6 1-3 DC in low 4-6 DC is high . . . Simple math to convert from one to the other
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Post by CreativeCowboy on Sept 18, 2012 8:37:09 GMT -8
How about the player rolls the check . . . Then GM also rolls (behind the screen) 1d6 1-3 DC in low 4-6 DC is high . . . Simple math to convert from one to the other I fail simple math. (true story)
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Post by Kainguru on Sept 19, 2012 10:16:12 GMT -8
How about the player rolls the check . . . Then GM also rolls (behind the screen) 1d6 1-3 DC in low 4-6 DC is high . . . Simple math to convert from one to the other I fail simple math. (true story) It's simples: DC 15 d6 = 1 - 3 therefore the target number is low which is actually a DC of 5 or less with all modifiers being reversed (+1 is actually -1) d6 = 4 - 6 therefore standard DC check with modifiers The trick is the player doesn't know which way it goes . . .
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Post by The Northman on Oct 2, 2012 10:07:20 GMT -8
I make a distinction between what I call passive checks and active checks. If a character is walking down a corridor where there's a secret door but they're just going down the corridor, that's a passive check and I make it for them without... I've found that this tactic not only works well, but can really add some tension to a game. So much so that "phantom rolls," in tense situations became a neat trick for me to pull on players and get them looking over their shoulders.
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Post by jazzisblues on Oct 2, 2012 11:54:43 GMT -8
I make a distinction between what I call passive checks and active checks. If a character is walking down a corridor where there's a secret door but they're just going down the corridor, that's a passive check and I make it for them without... I've found that this tactic not only works well, but can really add some tension to a game. So much so that "phantom rolls," in tense situations became a neat trick for me to pull on players and get them looking over their shoulders. That's part of the reason I do it that way. JiB
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