The1True
My my my, we just loooove to hear ourselves don't we?
Then I apologize unreservedly.You are getting your Edition Hackles up against an imagined attack. There was none intended.
Then I apologize unreservedly.You are getting your Edition Hackles up against an imagined attack. There was none intended.
You missed a piece. Immediately before this, in the same paragraph, Bryce also said:Today's
Bryce said:Hints in the description to the player are what develops true player skill, not the min/max CharOp bullshit that passes for player skill.
The adventure ... occasionally handles a skill check well. In one notable example, you find a cave if you are following footsteps … OR you can make a PER check if you are not. That’s how you handle a skill check in the OSR. If you search you find the fucking trap, otherwise you fling yourself to the fickle hand of fate.
That’s a long standing theme in James’ blogs. He’s been pro-OD&D/BX vs AD&D for a long time; the main point of contention being that OD&D pushes the idea of ‘making your own individual game’ whereas AD&D has a strong undercurrent of standardisation and commercial focus.I also enjoy what James M says in Grognardia---even though lately he's headed off on a pro-B/X / anti-AD&D agenda I think is short-sighted.
This is basically how I handle perception in my games. Here's a post I wrote about it on my blog.You missed a piece. Immediately before this, in the same paragraph, Bryce also said:
It's basically treating it the same as the Thief's skill checks. If you can find the trap without relying on the Thief's random chance, so much the better. When I explained to my players that I am doing it this way, they quickly weaned themselves off of relying on skill checks as their default option and started treating them as safety nets. Especially when it comes to searching for treasure; they gleefully tear rooms apart and slit open monster bellies.@Pseudoephedrine : It's an elegant little system. I guess I don't object to it in principle, but I do think there is a danger of mechanizing things to that level. A mini-game, so to speak.
I do generally prefer keeping the players on their toes and making them verbally explore the descriptions by asking simple questions like "I look at the dresser, what's there?". Sure, it's intentionally game-y, but it allows for the opportunity to cloak surprises in an assortment of the mundane. --- that way, they players can kick themselves later!
It's a stylistic choice, I know. Thanks for sharing that.
It also gets the rest of the party involved in exploration instead of everyone spinning dice while the Thief has all the fun clearing the way to the next monster/treasure.and started treating them as safety nets.
I don't know that I would categorize being the sole person to take the risk of triggering traps as "fun".It also gets the rest of the party involved in exploration instead of everyone spinning dice while the Thief has all the fun clearing the way to the next monster/treasure.
Yeah, yeah, but at least he's doing something. I'm quickly coming to the conclusion that in the 3e game the classes with the most Skill Points to throw around have the most fun/do the most stuff, and that's definitely a mark against the system. If the DM isn't extremely mindful, certain classes end up doing basically fuck-all in city or exploratory scenarios which is bad bad for engagement.I don't know that I would categorize being the sole person to take the risk of triggering traps as "fun".
Well, that's sort of the nature of D&D. Rogues have the most to do during exploration, and everyone else is bored. Fighters have the most to do during low level combat, with the degree of boredom of everyone else inversely proportional to their odds of hitting. Wizards have the most to do during high level combat (and possibly high level exploration, and high level just-about-everything-else). Clerics always have the fun of trying to convince the rest of the party that doing something other than healing everyone is a good plan. If only there was an edition that tried to give everyone something to do in every pillar of the game...Yeah, yeah, but at least he's doing something. I'm quickly coming to the conclusion that in the 3e game the classes with the most Skill Points to throw around have the most fun/do the most stuff, and that's definitely a mark against the system. If the DM isn't extremely mindful, certain classes end up doing basically fuck-all in city or exploratory scenarios which is bad bad for engagement.
I like Pathfinder 2e as well!If only there was an edition that tried to give everyone something to do in every pillar of the game...
Not sure that CoC is an edition of D&D, but sure.Yeah, Call of Cthulhu is great! That's what you meant, right?
Woosh!Not sure that CoC is an edition of D&D, but sure.
Yeah, PF 2e is inspired by a lot of what 4e tried to solve about 3.x, and borrows some of 4e's strongest ideas, but also has the benefit of 11 years of reflection on what people loved and hated about 4e. It's a solid system if you don't mind crunch.Not sure that CoC is an edition of D&D, but sure.
PF 2e might be though. You find 4e popping up all over!