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Chebucto Regional Softball Club

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  3. The Dice Giveth...
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

The Dice Giveth...

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rpgmemes
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    psud@aussie.zone
    wrote last edited by
    #9
    When you're +12 to stealth a 1 isn't that critical
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    • P psud@aussie.zone
      When you're +12 to stealth a 1 isn't that critical
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      wrote last edited by
      #10
      Rolling a 1 on a skill check is an automatic failure...
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        Rolling a 1 on a skill check is an automatic failure...
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        Guest
        wrote last edited by
        #11
        Yeah, Nat 1 is miraculous failure, Nat 20 is miraculous success in all games I've played
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        • J jeeve65@ttrpg.network
          Last Thursday, 2 characters hiding: nat 1, nat 1 ๐Ÿ˜“
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          Guest
          wrote last edited by
          #12
          My boys are otherwise engagedโ€ฆ
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            Rolling a 1 on a skill check is an automatic failure...
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            Guest
            wrote last edited by
            #13
            Best DMs did "whimsical" failures and successes.
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            • ? Guest
              Best DMs did "whimsical" failures and successes.
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              wrote last edited by
              #14
              That's a better way to put it. It's fun to have critical failures as much as critical successes. Especially when it's something that the character making the check on should easily handle. "While normally, this lock would pose no challenge for you, in your confidence you did not notice the pebble on the floor, trip, and break your lock picking tools when you fall on top of them."
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                That's a better way to put it. It's fun to have critical failures as much as critical successes. Especially when it's something that the character making the check on should easily handle. "While normally, this lock would pose no challenge for you, in your confidence you did not notice the pebble on the floor, trip, and break your lock picking tools when you fall on top of them."
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                Guest
                wrote last edited by
                #15
                Yessss!!! In your haste to investigate the desk you fling open the desk's drawer to find it empty except a small stain of blood. Upon further inspection you notice a dagger shaped letter opener protruding from your thigh. The blood stain is related. You take one piercing damage.
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                  Rolling a 1 on a skill check is an automatic failure...
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                  Guest
                  wrote last edited by
                  #16
                  Free Parking with extra money is an abomination
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                  • ? Guest
                    Free Parking with extra money is an abomination
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                    wrote last edited by
                    #17
                    "Expensive Parking" Instead of just being a boring space that does nothing, and contrast to it being like winning a lotto, now landing on the space requires payment to the bank of $250.
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                      Rolling a 1 on a skill check is an automatic failure...
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                      psud@aussie.zone
                      wrote last edited by
                      #18
                      Yeah and free parking jackpot breaks monopoly by making the game run for hours Failed skill checks on 1 break d&d by making skilled people fail regularly just as less skilled people do. I also play in the Palladium system where skill checks are on percentile dice and also don't fail on a minimum roll
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                      • P psud@aussie.zone
                        Yeah and free parking jackpot breaks monopoly by making the game run for hours Failed skill checks on 1 break d&d by making skilled people fail regularly just as less skilled people do. I also play in the Palladium system where skill checks are on percentile dice and also don't fail on a minimum roll
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                        wrote last edited by
                        #19
                        If you can't fail a skill check, there should be no roll. Same as most DMs won't make you do a skill check for "I sit down on a chair". Rolling dice implies that there's a chance of failure. > Failed skill checks on 1 break d&d by making skilled people fail regularly just as less skilled people do. Nope. 1/20 is much less regular than 5/20 or even 19/20. More skill doesn't mean it always works, only that your chances are higher. And if you are skilled enough that it always works, then there should be no roll.
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                          That's a better way to put it. It's fun to have critical failures as much as critical successes. Especially when it's something that the character making the check on should easily handle. "While normally, this lock would pose no challenge for you, in your confidence you did not notice the pebble on the floor, trip, and break your lock picking tools when you fall on top of them."
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                          Guest
                          wrote last edited by
                          #20
                          If the action is something that can never fail, there shouldn't be a skill check. You don't roll dice on sitting down at a table, so if you are a perfect lock picker who always succeeds at picking locks, no dice should be thrown. The Lockpicking Lawyer doesn't play with dice either.
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                          • ? Guest
                            If you can't fail a skill check, there should be no roll. Same as most DMs won't make you do a skill check for "I sit down on a chair". Rolling dice implies that there's a chance of failure. > Failed skill checks on 1 break d&d by making skilled people fail regularly just as less skilled people do. Nope. 1/20 is much less regular than 5/20 or even 19/20. More skill doesn't mean it always works, only that your chances are higher. And if you are skilled enough that it always works, then there should be no roll.
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                            Guest
                            wrote last edited by
                            #21
                            The problem with this argument is that first off, the GM can't know your character sheet front-to-back because they're not playing your character, so they probably don't know if even a 1 will pass the DC they've set. > 1/20 is much less regular than 5/20 or even 19/20 *It's still far more common than is reasonable.*
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                            • ? Guest
                              The problem with this argument is that first off, the GM can't know your character sheet front-to-back because they're not playing your character, so they probably don't know if even a 1 will pass the DC they've set. > 1/20 is much less regular than 5/20 or even 19/20 *It's still far more common than is reasonable.*
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                              Guest
                              wrote last edited by
                              #22
                              > The problem with this argument is that first off, the GM canโ€™t know your character sheet front-to-back because theyโ€™re not playing your character, so they probably donโ€™t know if even a 1 will pass the DC theyโ€™ve set. The GM should know exceptional stats of their player. Yes, I might not know some rarely relevant stat of my players, I but surely know how well the rogue stealths, how well the elf bowman arches, how well the mage spells and how hard the barbarian hits. And even if I don't, the players can tell me the stat before a potential check.
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                              • ? Guest
                                > The problem with this argument is that first off, the GM canโ€™t know your character sheet front-to-back because theyโ€™re not playing your character, so they probably donโ€™t know if even a 1 will pass the DC theyโ€™ve set. The GM should know exceptional stats of their player. Yes, I might not know some rarely relevant stat of my players, I but surely know how well the rogue stealths, how well the elf bowman arches, how well the mage spells and how hard the barbarian hits. And even if I don't, the players can tell me the stat before a potential check.
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                                Guest
                                wrote last edited by
                                #23
                                I just think whether or not each and every player here has an outrageously high stat and what those stats are is a bit of an unnecessary hassle to add to the already long list of things the GM needs to keep track of.
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                                • ? Guest
                                  I just think whether or not each and every player here has an outrageously high stat and what those stats are is a bit of an unnecessary hassle to add to the already long list of things the GM needs to keep track of.
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                                  Guest
                                  wrote last edited by
                                  #24
                                  I find that not very hard to keep track, honestly. They usually don't have a lot of them. And in any case, the player can just say when they have one.
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                                  • ? Guest
                                    If you can't fail a skill check, there should be no roll. Same as most DMs won't make you do a skill check for "I sit down on a chair". Rolling dice implies that there's a chance of failure. > Failed skill checks on 1 break d&d by making skilled people fail regularly just as less skilled people do. Nope. 1/20 is much less regular than 5/20 or even 19/20. More skill doesn't mean it always works, only that your chances are higher. And if you are skilled enough that it always works, then there should be no roll.
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                                    psud@aussie.zone
                                    wrote last edited by
                                    #25
                                    Isn't that right foot easy stuff? Skilled characters also see harder challenges, disarming a dc20 trap for example Why should they fail to tie a simple knot on a +5, dc5 use rope check 1 in 20 times?
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                                    • P psud@aussie.zone
                                      Isn't that right foot easy stuff? Skilled characters also see harder challenges, disarming a dc20 trap for example Why should they fail to tie a simple knot on a +5, dc5 use rope check 1 in 20 times?
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                                      wrote last edited by
                                      #26
                                      > Isnโ€™t that right foot easy stuff? Sorry, don't know if I understand what you mean with that. > Why should they fail to tie a simple knot on a +5, dc5 use rope check 1 in 20 times? Why should they roll for something as simple as tieing a simple knot? I don't make my players roll whether they manage to tie their shoes either.
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                                      • ? Guest
                                        > Isnโ€™t that right foot easy stuff? Sorry, don't know if I understand what you mean with that. > Why should they fail to tie a simple knot on a +5, dc5 use rope check 1 in 20 times? Why should they roll for something as simple as tieing a simple knot? I don't make my players roll whether they manage to tie their shoes either.
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                                        psud@aussie.zone
                                        wrote last edited by
                                        #27
                                        Swipe typo. Corrected now
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                                        • ? Guest
                                          > Isnโ€™t that right foot easy stuff? Sorry, don't know if I understand what you mean with that. > Why should they fail to tie a simple knot on a +5, dc5 use rope check 1 in 20 times? Why should they roll for something as simple as tieing a simple knot? I don't make my players roll whether they manage to tie their shoes either.
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                                          psud@aussie.zone
                                          wrote last edited by
                                          #28
                                          A simple knot like the bowline you'd tie around a sturdy tree before descending by rope into a hole That's exactly the sort of thing a DM would set as DC10
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