• Shyfer@ttrpg.network
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      9 months ago

      But then you get players who complain that “they couldn’t even succeed with a 20?!” And they complain why did you let them roll.

      Of course if your players are used to that party of your style, that’s fine.

      • _stranger_@lemmy.world
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        9 months ago

        if they’re int/dex/str, I make them roll a wisdom check to see if they do something impossibly stupid.

        if they’re wis or cha, they roll deception against themselves with disadvantage. It’s excellent seeing a character literally deceive themselves into doing something dumb.

  • Troy@lemmy.ca
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    9 months ago

    No, you cannot attach a drop to this castle and drag it across the countryside, even with a nat 20.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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    9 months ago

    Look, I’m not gonna tell you the DC so you can just make a note and come back later knowing you can pass. You’re gonna have to see what happens and figure it out. The only time I will ever tell a player they can’t do something, is if they are trying to do something that is against the rules of the game. I might inform them of potential consequences of their actions if they don’t seem to quite understand something that should be obvious, but that’s about it. I also use critical fail and success with skill checks in my games, to make things more interesting. So even if the DC is impossible, a NAT20 may still get you through.

  • agamemnonymous@sh.itjust.works
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    9 months ago

    One of my favorite features of GURPS, lately, is a relatively cheap Advantage (sorta like a Feat) called “Common Sense”. It’s very simple: if you’re about to do something STUPID (emphasis theirs), the GM can tell you that you should probably reconsider your actions.

    And yet, I had to mention it several times for one of my players to consider taking it.