Showing posts with label Skill Checks. Show all posts
Showing posts with label Skill Checks. Show all posts

Saturday, February 18, 2017

"Is he telling the TRUTH?" Against Insight/Sense Motive



Man, I am terrible at compiling lists of GM Resolutions, I left off my renewed effort at NPC voices and came to realize today that I also left off my Insight/Detect Lie resolution. To whit, I am done allowing Insight/Sense motive checks to tell when an NPC is lying...

Now, this has been a pet peeve of mine for quite a while, but this year I'm putting my foot down and no longer allow players to declare "Is [NPC] telling the truth? I'm rolling Insight". But, but Zack! You cry, the D&D 5e Player's Manual allows it... and, sure I guess you could read it like that... here it is... the description of the Insight skill (which replaced earlier editions equally terrible "Sense Motive")...
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
It's right there "true intentions of a creature... searching out a lie..." to which I say, hooey... HOOEY! Continue reading or skip right to the TL;DR

Monday, August 24, 2015

Killer GM Syndrome





Every now and then when I'm running (or even playing) a game I catch the edge of something that sets me back a little, Killer GM Syndrome... and I've noticed it a lot looking at the popular culture around tabletop gaming and so I want to write out my thoughts on it to try and see if I can't figure out a few ways to try and counteract it in games. (for those of you playing the Antagonist Relations blogpost drinking game, take a drink for "Zack uses writing to try and figure something out")  TL;DR then just read this one article.


Saturday, August 22, 2015

D&D 5E - Player Facing Critical Success Options

Somehow, while talking about D&D 5E combat, and our dissatisfaction thereof, Thomas and I started talking about Critical Hits. I mentioned that I found it easy to make Hard GM Moves (ala Powered by the Apocalypse Games) when a player rolls a Natural 1 or Critical Failure (or conversely, when a monster rolls a critical hit) but I didn't have as satisfying a solution for when players roll a Natural 20 or Critical Success. We decided to each tackle the problem separately, each writing our own blog post without consulting the other to see the different strategies we'd come up with. Naturally, we could help but bend that rule a little bit in our conversations over the next few days but for the most part we kept mum on our plans, so neither of us have seen what the other is proposing. We're considering other cross-blog shenanigans in the future, so this is a bit of a test.

Here's his take: Gussying up monsters (the Ogre!) and crits and mine is below the jump... (and my comments on Thomas' take can be found here)


Wednesday, April 30, 2014

Using Failure as a Narrative Tool instead of a Player Frustration

How often have scenarios like these come up?

Scenario One:
Needing to kill the Goblin Chieftain, but not wanting to fight the entire goblin war camp at once, the party decides to sneak past slumbering goblins to the chieftain’s tent.  The stealthy ranger, sneaky rogue and unarmored wizard all roll well, but the scale mail wear dwarven fighter rolls poorly, eliciting a groan from the other players as now the goblin sentries raise the alarm and the party is stuck fighting the entire war-camp.

Scenario Two:
The party has just defeated a beholder and its cultist allies in a hard-fought battle.  Now catching their breath, they’re able to search the room.  Before the DM can speak, the player of the wizard says “My wizard will look at those arcane carvings in the wall more closely now…shit… I rolled a one; guess my wizard doesn’t know anything, dur dur dur.”

These scenarios and countless others like them, from the mundane, a PC missing on a melee attack to the esoteric knowledge checks.  Failure is an inevitable occurrence in any RPG, but in many D&D games I’ve played in, and yes, many D&D games I’ve run, failure just becomes boring and when it occurs repeatedly in a session due to a player having a run of bad dice luck it can extremely frustrating for a player.

Most versions of the D&D rules set up these checks as binary PASS/FAIL, maybe with a chance of automatic or extraordinary success (natural 20) and automatic or extraordinary failure (natural 1).  This works okay mechanically but in practice it can be boring, and in many cases, frustrating to players who feel like not only is their character not getting to do anything, their character falls out of the narrative of the game largely, as they repeatedly swing and miss during combat or fail perception check after perception check.  It’s a shame because many other games handle failure much better, implementing, explicitly or not, more of a “Fail Forward” approach where the player’s failures at dice rolls (or whatever mechanical randomizer is used) as a chance to continue the narrative as opposed to the way failure often functions in D&D as a narrative top (think of the dull silence that lays in wait between a player sullenly says “I got a 5, I don’t see anything” or “I rolled a 7 on my attack” and the DM picking up the narration).  In particular I’m going to draw on Dungeon World for examples of strategies to draw upon, mostly because I’ve been reading it heavily lately and also because I recently ran Apocalypse World which was the source for the Dungeon World Mechanics, but there are many other games out there that have good “Fail Forward” mechanics that you can draw on.

Now, not every roll needs to be narratively interesting, it’s okay to have the fighter swing at an orc with her axe and miss but it’s much more interesting to have some of the PC failures drive the narrative of the game forward instead of having them feel like a pause for a player, a moment where the player, due to bad dice luck, just doesn’t get to do anything.  Think of an old Final Fantasy style game from the era of NES and SNES, if you played any from that era.  Remember the frustration that would build when you had a streak of bad luck or your party accidentally ventured into an area your characters weren’t high enough level for yet?  The annoyance of watching the clunky animation of your character making an attack and then the pause before the disheartening “MISS” showed on screen and nothing happening and then having to wait for the round to cycle?  That is unfortunately what D&D emulates all too often, so below are some strategies I plan to implement in my games to turn failures from frustrating pauses in the fun for players into narrative tools to drive my games forward.

No ICE in Minnesota itch.io bundle

My silly one page RPG about throwing a holiday party for vampires, That Familiar Holiday Spirit , is part of the No ICE in Minnesota bundle ...