2 hours ago, whafrog said:I can't give 1/2 a Like... I agree I prefer to hear inspired descriptions rather than either a) rote descriptions, or b) bogging the action down while somebody tries to think of something witty.
But I do encourage it when it goes too long without someone offering something narratively interesting.
It doesn't have to be a long, lengthy description, but I like to have my players justify why they're passing the boost. Even just a simple "The blaster bolt hit the wall next to their head, making them flinch" or "They're focused on me, leaving them open". It doesn't have to be " I leap over the burning fuel on the floor, kick the one stormtrooper in the chest and elbow the second, leaving them all off balance for a counterattack" every roll.
2 hours ago, 2P51 said:I agree, how you describe what is to be accomplished sets the parameters of how to judge the results. It's not pass/fail to pick the lock, it's open the locked door, pass means you did so well, fail means you got frustrated and broke it down instead and maybe people heard you, critical fail means they did hear and everyone roll initiative.
Exactly. I'll often openly tell the players that unlocking that lock is a forgone conclusion, and that the roll is to find out how long it takes you and how quietly (or how much it looks to the security guards that the lock has been jimmied) you get the job done.
Edited by Desslok