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<blockquote data-quote="DEFCON 1" data-source="post: 9331626" data-attributes="member: 7006"><p>The game has been designed so that more often than not, a thing a player wants to do is going to succeed. That's based on DCs starting at 10, and ACs being low enough that probably 2 out of every 3 attacks will hit on average. So the DM and all the players are used to the idea that usually what they want to do will work. This is especially true with the whole "If there's no chance of failure, do not bother to roll" paradigm that skill checks have as well.</p><p></p><p>So to me... one of the ways I have taught my players to try things is to just have things work. Most of the time. Whether there's no roll necessary, or the roll can be very easy... most of the time if the action they want to take is cool, and exciting, and different, and will make the PC look bad-ass... then I just them them do it. Why F them over by taking their grand ideas and gate them behind too many dice rolls that are just asking for failure because "It's a game! And a game has rules!" Bah! Who needs them? The game is the game and of course there will be more than enough times that the players will be needing to roll dice and not roll successfully... so why compound that by asking them to roll more and more and more times? Just let them do what they want and let's see where it takes us!</p><p></p><p>This is as much a part of 'Yes, And...' as anything else. "<em>Yes</em>, you can jump to that chandelier, <em>And</em> you can ride it down to the floor. No roll needed." It gives players license to try things that aren't going to blow up in their face for no other reason than we just all wanted their character to look like an idiot.</p><p></p><p>Now that being said... I oftentimes will couple this 'Say Yes' attitude with additional benefit if they <em>choose</em> to add in a die roll to see if they can do something really well. So rather than a die roll being Pass/Fail, it's instead Pass/Pass Impressively. Riding the chandelier from the upper level to the ground can get them to the floor easily and without issue... add in an Acrobatics check with a DC 15 and if successful they can choose a target below them and land on them attacking with Advantage. Something like that. (With perhaps rolling a Nat '1' being the one thing that does cause the action to fail spectacularly-- but usually at least my players are quite accepting that Nat '1's should be laughable failures so they're good with it.)</p><p></p><p>As far as what I've seen... this kind of thing is what gets players motivated to try stuff beyond what the simple rules of the game allow. Their cool action movie stunts almost always working because it's cool and it lets them reach similar types of heights that their spellcaster counterpoints get via their spells.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9331626, member: 7006"] The game has been designed so that more often than not, a thing a player wants to do is going to succeed. That's based on DCs starting at 10, and ACs being low enough that probably 2 out of every 3 attacks will hit on average. So the DM and all the players are used to the idea that usually what they want to do will work. This is especially true with the whole "If there's no chance of failure, do not bother to roll" paradigm that skill checks have as well. So to me... one of the ways I have taught my players to try things is to just have things work. Most of the time. Whether there's no roll necessary, or the roll can be very easy... most of the time if the action they want to take is cool, and exciting, and different, and will make the PC look bad-ass... then I just them them do it. Why F them over by taking their grand ideas and gate them behind too many dice rolls that are just asking for failure because "It's a game! And a game has rules!" Bah! Who needs them? The game is the game and of course there will be more than enough times that the players will be needing to roll dice and not roll successfully... so why compound that by asking them to roll more and more and more times? Just let them do what they want and let's see where it takes us! This is as much a part of 'Yes, And...' as anything else. "[I]Yes[/I], you can jump to that chandelier, [I]And[/I] you can ride it down to the floor. No roll needed." It gives players license to try things that aren't going to blow up in their face for no other reason than we just all wanted their character to look like an idiot. Now that being said... I oftentimes will couple this 'Say Yes' attitude with additional benefit if they [I]choose[/I] to add in a die roll to see if they can do something really well. So rather than a die roll being Pass/Fail, it's instead Pass/Pass Impressively. Riding the chandelier from the upper level to the ground can get them to the floor easily and without issue... add in an Acrobatics check with a DC 15 and if successful they can choose a target below them and land on them attacking with Advantage. Something like that. (With perhaps rolling a Nat '1' being the one thing that does cause the action to fail spectacularly-- but usually at least my players are quite accepting that Nat '1's should be laughable failures so they're good with it.) As far as what I've seen... this kind of thing is what gets players motivated to try stuff beyond what the simple rules of the game allow. Their cool action movie stunts almost always working because it's cool and it lets them reach similar types of heights that their spellcaster counterpoints get via their spells. [/QUOTE]
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