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Post by jazzisblues on Jan 22, 2013 12:44:23 GMT -8
My personal opinion is that I would have not required the climb check, but had him roll the perception check. The climb check was inconsequential IMO. But, the perception check allowed for a good twist depending on the success or failure. And I think that the misdirection that Stu threw into the mix was a brilliant interpretation of the critical failure. What I find interesting is that Stork and (I believe but may be mistaken) JiB both said that they would ignore the critical failure on the perception check.... Which would be fudging the die roll.... Hmmmm ... Just listened this morning and I don't remember saying that, perhaps I did. Could it be that Stork and I were saying, "as long as they don't critically fail they won't fall."? I will have to go back and listen again. JiB
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Post by ayslyn on Jan 22, 2013 23:49:15 GMT -8
As I said, I could be mistaken about your response. It was when Stu was talking about making the critical failure on the hidden perception check. Stork said that he didn't feel obligated to accept that outcome, and I thought you agreed with him (but my memory is sketchy, at the best of times). It just struck me as interesting considering the stances that had been taken on the previous episode on fudging die roles.
As I've said in the previous episode's thread, Fudge or Don't. It doesn't matter. You do which ever you think will make for a more interesting game, and there is no right answer.
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Post by Vernicus on Jan 23, 2013 5:29:44 GMT -8
Thanks creativecowboy!
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Post by Kainguru on Jan 23, 2013 6:44:04 GMT -8
Hey is nobody going to say what a douche that GM from the email near the end was? Ah well I'll say it "what a retarded racist inbreed munchkin loving fuck knuckle cumstain" Really, if someone knew was that blatantly racist I'd kick him the nuts . . . Even he was the best GM in the world (which this guy definitely wasn't ). That really was a proper gaming horror story . . . I feel for the original poster as that must have been so embarrassing . . . Aaron
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Post by jazzisblues on Jan 23, 2013 6:55:48 GMT -8
As I said, I could be mistaken about your response. It was when Stu was talking about making the critical failure on the hidden perception check. Stork said that he didn't feel obligated to accept that outcome, and I thought you agreed with him (but my memory is sketchy, at the best of times). It just struck me as interesting considering the stances that had been taken on the previous episode on fudging die roles. As I've said in the previous episode's thread, Fudge or Don't. It doesn't matter. You do which ever you think will make for a more interesting game, and there is no right answer. I'm in agreement with you. fudge or not, take the result or not, call for the roll or not dependent upon the game being played and the needs of the group and the moment. I personally am leaning away from fudging dice rolls at this point in time but I'm not going to say I'll never fudge a die roll again. I'm stupid, I'm not that stupid. JiB
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 24, 2013 9:21:09 GMT -8
Stu, Stork, Jib, and CADave—thanks for reading and responding to my email! I definitely appreciate the advice. In particular, the "Ask yourself 'What if...' and go from there" suggestion has been particularly useful already. (Also, $500? Daaaaaaaaaaang.)
UPDATE: I think one of my big problems in the past has been my unwillingness to steal plots from other sources. I don't know if that's just my pride getting in the way or what, but I don't like doing it. (I also don't watch much TV or many movies, which limits the various plots I'm exposed to.) I'll make a special effort to do that hereafter. Thanks again!
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Jan 24, 2013 14:43:41 GMT -8
I said this during the stream of this podcast and I'll say it again: I don't think there is a hard and fast rule of when to roll or not roll. I also said I like to have a roll when the drama is high. In the end it really comes down to GM preference. My Pathfinder game I run I had our rogue make 12 stealth checks to move across a giant cavern where the evil wizard was performing a ritual to open several gates to elemental planes. The room was full of zombified dwarves and ogres and everyone was just hoping to survive. Each of those rolls made the tension ratchet up another notch as the rogue moved through really hoping to not be detected. Then when he had to make some simple climbing moves I let them happen without a roll.
Like I said its GM preference to keep the story interesting and engaging without becoming too tedious.
The wizard in another Pathfinder game I play is a clueless twit (I assure you this is a great stretch of roleplaying on my part). He has huge score in various knowledge skills but can't swim, climb, acrobat (the verb I hope). Therefore he makes checks all the time for relatively simple physical acts while rarely rolls to recall some vital tidbit or do quality research.
This is the aspect of GMing you can't really teach in any entirety but comes from playing a lot of games and figuring out what works for you and your players.
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Post by jazzisblues on Jan 28, 2013 7:36:02 GMT -8
Stu, Stork, Jib, and CADave—thanks for reading and responding to my email! I definitely appreciate the advice. In particular, the "Ask yourself 'What if...' and go from there" suggestion has been particularly useful already. (Also, $500? Daaaaaaaaaaang.) UPDATE: I think one of my big problems in the past has been my unwillingness to steal plots from other sources. I don't know if that's just my pride getting in the way or what, but I don't like doing it. (I also don't watch much TV or many movies, which limits the various plots I'm exposed to.) I'll make a special effort to do that hereafter. Thanks again! Very very glad we could help. Cheers, JiB
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Post by jazzisblues on Jan 28, 2013 7:36:49 GMT -8
This is the aspect of GMing you can't really teach in any entirety but comes from playing a lot of games and figuring out what works for you and your players. Very good advice and very salient. JiB
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sam
Initiate Douchebag
A Happy Jacks GM
Posts: 41
Preferred Game Systems: Savage Worlds, GURPS, Star Wars: EoE
Currently Playing: I mostly GM.
Currently Running: Star Wars:EoE, Savage Worlds
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Post by sam on Jan 29, 2013 20:17:09 GMT -8
Hey everyone, this is Sam (the "DM_Sam" JiB mentioned in this episode). Just wanted to say thanks to Stork, Stu and JiB for the kind words about my Deadlands con game. I look forward to living up to the Happy Jacks con game standard.
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Post by jazzisblues on Jan 30, 2013 7:32:31 GMT -8
Hey everyone, this is Sam (the "DM_Sam" JiB mentioned in this episode). Just wanted to say thanks to Stork, Stu and JiB for the kind words about my Deadlands con game. I look forward to living up to the Happy Jacks con game standard. You are most welcome, and kudos very much more than well deserved sir. JiB
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Post by hoseirrob on Feb 19, 2013 10:33:16 GMT -8
Just listened to the discussion about the climbing role. I was surprised no one brought up external factors in the climb. I would have totally made him roll it because of the unexpected. Climbing - sure he can do it. But does he know to look for beehives, Eagle's nests, or Termite rotted wood.
Imagine that the critical fail isn't that he fails at putting one hand above the other in a climbing motion (like the walk to the corner reference), its that, upon failing critically, the halfling doesn't see or doesn't know what a Giant Eagle's nest is, gets swooped up by said eagle and you have a fun side story. Hell, from the eagle's talons he can even roll his notice and see the lumberjacks, but much more clearly than before.
I ask for rolls for the unexpected. If he rolled a critical success for climbing the tree, maybe he finds a map, old axe, or something cool in the tree?
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