A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
FIND OUT BITCH
-
If you're playing D&D 5e, no perception check, no matter how high, will let you notice an object is actually a mimic. >**False Appearance (Object Form Only).** While the mimic remains motionless, it is indistinguishable from an ordinary object.Still, as a DM, it's far too tempting to give a little bit of this away and join in on the hijinks. **Me:** You find yourselves in a hidden library. On one shelf you see a series of tomes named "How Not to be Seen", volumes I-XX. **Newbie Fighter:** Oh sweet, those look handy. **Seasoned Rogue:** Aw fuck. NOBODY TOUCH NOTHIN'!
-
GURPS has an official GM Control Sheet for you to fill out with your PCs base stats and things like Perception. This supports their recommendation in the rule books to secretly roll any check where the PC wouldn't really know if they failed. It's fantastic.Considering that was probably penned in the late 1980's, why isn't that standard kit for every other system?
-
Considering that was probably penned in the late 1980's, why isn't that standard kit for every other system?I don't know much about anything before 4e, which is my reference here. But yeah, it really should be. I jumped ship on D&D because they were just getting so lazy on mechanic content. I think it might be more widespread than WotC, but my only experience is a distant smattering of PF2, D&D 5e, and GURPS 4e ever since. But I wouldn't be surprised if the lack of attention to detail for actually running the game is a broad problem. We can't really put *all* the blame on the devs though, I think GMs who forget that it's their table, and some rulebook isn't the boss of them, make devs feel pressured to not "impose" rules and features in their sourcebooks. Like homie, give me tools. You're not holding a knife to my throat, I can chill on the nitty gritty if I want to. But *give* me the nitty gritty so I can decide for myself. I dunno, I made my choice, I think it's the best possible choice for my play philosophy. I think if more people considered my play philosophy, it would be the best possible choice for a lot of people.
-
I don't know much about anything before 4e, which is my reference here. But yeah, it really should be. I jumped ship on D&D because they were just getting so lazy on mechanic content. I think it might be more widespread than WotC, but my only experience is a distant smattering of PF2, D&D 5e, and GURPS 4e ever since. But I wouldn't be surprised if the lack of attention to detail for actually running the game is a broad problem. We can't really put *all* the blame on the devs though, I think GMs who forget that it's their table, and some rulebook isn't the boss of them, make devs feel pressured to not "impose" rules and features in their sourcebooks. Like homie, give me tools. You're not holding a knife to my throat, I can chill on the nitty gritty if I want to. But *give* me the nitty gritty so I can decide for myself. I dunno, I made my choice, I think it's the best possible choice for my play philosophy. I think if more people considered my play philosophy, it would be the best possible choice for a lot of people.Exactly. Pragmatism wins the day. Or at least it does at my table. I'll have to shop around for more and better tools. Thanks for reminding me that there's a wider world out there. > But give me the nitty gritty so I can decide for myself. This resonates with me. But I also have to give an obligatory nod to Palladium Games where the nit and grit is the entire point. If you've never had the pleasure, the RIFTS character sheet makes (American) taxes look easy to file by comparison. You practically need a session zero and a session zero-*zero* to get started.
-
Exactly. Pragmatism wins the day. Or at least it does at my table. I'll have to shop around for more and better tools. Thanks for reminding me that there's a wider world out there. > But give me the nitty gritty so I can decide for myself. This resonates with me. But I also have to give an obligatory nod to Palladium Games where the nit and grit is the entire point. If you've never had the pleasure, the RIFTS character sheet makes (American) taxes look easy to file by comparison. You practically need a session zero and a session zero-*zero* to get started.You really should dive into GURPS. Chris Normand has a good YouTube series in the basics, but the gist is that it's both the simplest and most intricate system out there. Basically everything is a 3d6 skill check, but there are thousands of pages dedicated to figuring out exactly what modifiers apply. The modularity is delightful, basically every rule is entirely and explicitly optional
-
Traps are puzzles. Even if they didn't roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there. https://theangrygm.com/traps-suck/ (I don't always agree with everything this guy says - especially when he strays away from the topic of games - but he's absolutely right about traps.)
-
Still, as a DM, it's far too tempting to give a little bit of this away and join in on the hijinks. **Me:** You find yourselves in a hidden library. On one shelf you see a series of tomes named "How Not to be Seen", volumes I-XX. **Newbie Fighter:** Oh sweet, those look handy. **Seasoned Rogue:** Aw fuck. NOBODY TOUCH NOTHIN'!
-
Disagree. that just erases the point of using dice and having consequences for missing the checks. I'll continue to use my system as described above for traps.
-
If you're playing D&D 5e, no perception check, no matter how high, will let you notice an object is actually a mimic. >**False Appearance (Object Form Only).** While the mimic remains motionless, it is indistinguishable from an ordinary object.Cool. Mimics breathe. Roll perception to see if you spot the motion of the mimic breathing.
-
Who advocated for removing dice rolls? There's still plenty of room for dice rolls here, but it makes traps more interesting and engaging instead of a boring save-or-suck you blindside players with.You're not removing the rolls themselves but you're removing the point of rolling with how you described doing it. The way you stated to do it, you have them roll for perception first and then you are narrating the area. That's backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll. Instead, I narrate the scene first, (where during this time, yes, we as DM's 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that's it. The scene now plays and there is no taking back action because of a failed roll. With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won't have an influence on the decision making process. See, traps are **supposed** to blindside the players *if* they fail their check. That's what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don't have to ensure their success, that's up to the roll of the dice.
-
Cool. Mimics breathe. Roll perception to see if you spot the motion of the mimic breathing.“Motionless” “Indistinguishable” I’ll let you dive into that mystery on your own time.
-
This post did not contain any content.

-
You're not removing the rolls themselves but you're removing the point of rolling with how you described doing it. The way you stated to do it, you have them roll for perception first and then you are narrating the area. That's backwards. This sets up subconscious metagaming because now their actions are going to be influenced by their low perception roll. Instead, I narrate the scene first, (where during this time, yes, we as DM's 100% have the obligation of setting the tone and hinting that players might want to try searching for the traps. That I do entirely agree with) then the players all tell their actions. Once I call for checks, that's it. The scene now plays and there is no taking back action because of a failed roll. With this as the order of events, it still keeps traps engaging, as it is just as much part of the storytelling as everything else they are doing when exploring an area, but now rolls come after the declaration of actions so they won't have an influence on the decision making process. See, traps are **supposed** to blindside the players *if* they fail their check. That's what makes them traps. The thing about BAD traps versus a GOOD trap, though, is ensuring the players have the opportunity to try avoiding it. You don't have to ensure their success, that's up to the roll of the dice.>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.
-
“Motionless” “Indistinguishable” I’ll let you dive into that mystery on your own time.
-
Still, as a DM, it's far too tempting to give a little bit of this away and join in on the hijinks. **Me:** You find yourselves in a hidden library. On one shelf you see a series of tomes named "How Not to be Seen", volumes I-XX. **Newbie Fighter:** Oh sweet, those look handy. **Seasoned Rogue:** Aw fuck. NOBODY TOUCH NOTHIN'!Lesson one: not standing up.
-
This post did not contain any content.

-
>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.>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. Yea, that was kind my whole point. The way you described earlier. >Traps are puzzles. Even if they didn't roll high enough, you should still describe enough about their environment that they could reasonably deduce that a trap was there. literally states to roll first then narratively describe after so they can deduce that a trap was there if the roll was low, which is what I was arguing against. That explanation has the order of events all wrong. Also, this goes back to the original point that players dislike when you roll for them behind the screen. Before the rules officially allowed it, many players would throw a fit about not being able to see the rolls. Plus, I never mentioned passives. Disliked the concept so I don't use them to begin with. I have only ever been talking about directly making rolls. . It seems to me the confusion lies in, what I would say is, an over-reliance on the grid in that you aren't understanding my method, fundamentally, as you're assuming the grid is being used when it isn't. Your rebuttal is focused on having players be allowed to basically play Minesweeper with the grid, tediously wasting everyone's time, when that would never be allowed as an option for them with how I do things. For me, the grid only gets used for combat and nothing else. This way I never have to deal with players wasting time trying to cheese the game by asking to check every square because it's all theater-of-the-mind, there is no grid. I might use visual help to display a room layout, but it's only there for general reference. Players still get to try and predict where traps are and stuff based on my descriptions; they just tell me what part of my description they are interacting with, or if it's just a general search of the room itself. Based on their input and how detailed they are, I then determine who needs to roll what, add bonuses and negatives if applicable, then the scene will play out. Plus, this also allows me to keep track of time by treating each scene as 1 time block. I just jot down how long the entire scene took, then how long it took to travel to the next scene.
-
“Motionless” “Indistinguishable” I’ll let you dive into that mystery on your own time....Sorry, you're acting smug, but I'm not sure what you're even trying to say. Did you not read my comment? Mimics breathe. Breathing causes motion. Ergo, they aren't motionless. If you can spot the motion, you can distinguish them from a regular item. If not, you can't.