About the player and the environment...

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Dragon Chucker
Posts: 104
Joined: Sat Sep 02, 2006 8:26 pm

Post by Dragon Chucker »

This is where I had issue. The use of the check limited -MY- RP with said character since I failed the check and was unable to continue with my line of questioning or actions since I noticed nothing different about her even though she was trying to make a situation interesting. This also shot down any RP Lianna had with any of us concerning her injury since no one else checked as far as I know, Thus lianas intended RP path with her injury was left on the table as well. I would have loved to play along with her situation without the DC check.


DC check was meant to further add to the situation which was already known. It's meant as additional knowledge to add to the elements which were apparent in the environment. I chose to cut the interaction short because Lianna wouldn't admit anything is wrong which may call for the sense motive check assuming the player felt inclined to do so. *shrugs*


Default Dice checks do not get boardcasted to other players... but this is easy to change via the craft menu.

Ya I noticed the options. I'll have to play around with that a bit later I guess. Thanks!

This reminds me alittle of the discission on Presuade, Intimmidate, and Bluff between Players on what should a Skill check against NPCs only. Where some sorcorer will walk up to someone and just Skill Check Persuade against another pc and its like 18+6= 24 O.o.

Goes against my beliefs. As I mentioned, the DC checks I tend to introduce are fairly passive -in addition tend to be a localalised effect to the character.

I apologies if my own lack of interest of your dice roll caused any misunderstandings. But still, a 15 DC spot check is pretty tough for almost all of the classes

It was meant to be a difficult spot check because it was to notice a difference in the limp and not the limp itself which was emoted a few times without any spot check required. >.>

I guess a certain concern for one's mortality tends to put a negative bend on checks. I started the whole check thing since the group crossed the river and continued those checks for leagues all the way to Elders' where Lianna finally had the oportunity to rest and make a heal check (made a 23 as I recall) Anyway, I only introduced one DC check to the party just north of Elders'. Again, I'm not going to twist anyone's arm over it but I don't want to put efforts to waste either with a low batting average on it >.>:


I think that is the key and ties into Atra's point keep the options open so that even if folks fail the roll, there is still the opportunity for rp to progress.

I guess my wavelength works a different way (here are my thoughts): Even if a person does fail a DC check, they can always either ask (which I think would be the case more often than not if I had not introduced the DC) or do the mentioned tell. On the negative aspect, a player may decide that the player reading the book does not want to interact and so buries themselves in the book.
Still, as was proven by the discussion so far, introducing a DC can also be interpreted as limiting RP which I guess isn't always the case in my eyes.


The DC to see tattoos is a bit much. If a player failed that spot check they would have to re-roll that spot everytime they looked at you character until they got it, and the pay off would be, they know you have tattoos.

The DC check assumes the half orc is clothed. Did I say it was a tattoo? Can't remember. I'd swear it was a brand -__-: Or were you talking about just in general?


It makes me think of one of the smart things Bioware did. They made lock pick attampts instantly result in the highest possible roll for the character, since if they didn't get a high enough roll they would just keep lock picking until they either got it, or got their highest roll and failed.

Well here the thing about the "auto 20" -failing the check results in consumed time. Part of the drawback is that time is continuous and accelerated. What if there was a time issue at stake -guards will come around every half hour for instance? Naturally this introduces some complication in mechanics since a guard would at least get bonuses to see someone picking the lock in front of a door while in NWN, the rogue may be completely safe. Also there is no chance to break a set of picks but then that would potentially be a show stopper if there was a time limit and you bust your only set of picks... *shrugs* Double edged sword but it works alright in NWN


I think the instant 20 is just simulating a "taking 20" from PnP, if you're in a fight you don't get it. I believe the same is for traps.

I think so actually. I used healing kits in and out of combat on other servers and there is no "auto 20" in combat mode.

But as others have said, do what you feel is comfortable, but just leave room for others to do the same.

I think I'm just going to stop using it -I'm comfortable either way. Thanks for the replies all ^^





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Dabaro Viloufin
Posts: 328
Joined: Thu Oct 07, 2004 11:31 pm
Location: Edge of Insanity.

Post by Dabaro Viloufin »

Ok, I was playing one of my PCs and seen this DC roll about the book, however, as somebody mentioned before, if they are not looking at the book, why make a roll? Especially considering what our party had been through, I don't think any of us would be paying attention to books at that point of our journey.

I'm not saying its a bad thing either, I too used the DC rolls player to player on a number of occasions. One of the two I enjoyed the most involved my old dwarf Belin, Roen Sendt and Lugdush. We walked till about the Aspen stands then Roen and Lug decided to have a 'race' to the Vineyards, Belin agreed and we were off, we ran for a bit(can't remember the exact length of time), then stopped, and used our Dice for CON checks to see how we were faring. Not until close to the end did I start rolling low, so I RPed getting tired and falling back a bit, next check I rolled high so I RPed this as a burst of energy, a second wind if you will.

One thing I do have against player to player Die rolls, is how do we know the DC is as its supposed to be? A common book can be a DC of 2, if the title is on it the DC is pretty much 0. Had I been with you all when you went north, depending on what PC I played, I may have made the check. It comes down to if the PC would do this sort of thing, look for certain things even passively.
Ali Akabba
Posts: 248
Joined: Wed Jan 18, 2006 5:58 pm
Location: Belo Horizonte, Brazil

Post by Ali Akabba »

onomat wrote:I feel that dice rolling in the RP environment should be used very very sparringly, as they can break the flow of play, force out of character behavior, and be used in a manner that allows one player to abuse another and hide behind the guise that it was the dice.
This line summarizes very well how I feel about this. I'm not against the use of rolls here and there, but most of the times it seems to me that it can be avoided. I think it works better simply to take the course of action that leads to a more interesting RP, instead of letting things depend on a dice roll. This incident of freezing is a good example, I think: as Atra said, he wanted to react, and couldn't. Wouldn't it be better just to emote the freezing and let everyone else react as they wanted? I think so. When it comes to role-playing, fun should run the show, not luck - and that's what dice rolls are all about: luck.

But of course that a few checks at the right situations can add some spice and make things more interesting - I'm not denying that. I would use it with moderation, though.

Ali Akabba

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