5 hours ago, Mefyrx said:The game is what you're making of it....
I've had an argument with my GM... we many time disagree on stuff...because we see differently things....
He says that because you're a PC, therefor you're a hero and having just few points in anything (basically your 100 XP points or whatever it is you begin with) is better than 99% of the population... (of course if you concede that 99% of the population are minions)
And I'm like, no, a PC that I am playing is just a being just like anything else in this universe and what I do with my PC will define who I am..... I am no hero....could be an hero in the making...who knows, it depends on my action and how the game evolve.... but starting the game with a fresh character, you're a zero...
He advances that, just the basic stats is more than 99% of the population and therefor just that should allow you to do great stuff...
Having 1-2 point in computer skills and he's already talking about being able to disengaged the security of a bank....because you're a hero
But the book states that 1-2 point in anything skills is equivalent to a novice.... 3-4 points someone specialize and 5 points is an expert... so you better be close to an expert and/or have many tools that will help you to decide to go on and rob a bank in my campaign and this is without considering that they would need to find blueprints and information about the security in there...before thinking they may have a shot at this...
And here lies the biggest problem.....because we see difficulties way differently...and this creates difficulty about everyone contributing to a story in the making.....(thinking that I've "found" 2 thermal grenades on a stormtrooper bike who attacked our camp with basic grenade in the previous encounter......and I was like dude basic grenades...basic grenades....but he wanted to be right...so he sticked to it...)..because this is the whole point of the game....creating a story where everyone would add something to make something realistic....like writing a book....
Therefor becomes the doubts.... because if as a GM you create doubts on your PC …..this impairs the "easy flow hero do everything and succeed" mentality that one may have....
Had the same argument with another players... (all close friends of mine btw) where having a General Purpose Scanner, for them meant that I'm going to walk in a forest with my eyes set on the purpose scanner and therefor I should never face an encounter that I'm unaware of...…. and I've had a big chat here about this....how General Purpose Scanner should work..... and you have to remember that in all of this, I am a fellow PC at the moment..... but I want something realistic....I want challenge and well thinking....not some hijacking the game with OP stuff whether it is game mechanics or game items
And knowing this, it is human behavior that if we know something is wrong (failed check), even if we shouldn't (as a PC) ….we will act accordingly....and thus me talking about adding the "doubt" element with this post.... maybe not using the right way to do so.... but still, the idea is there
So if a PC makes a roll to see if he trust someone and he doesn't know the result nor the difficulty, a failure as a GM you will tell him that he is trustworthy and the PC will therefor tend to trust you more than he knew he failed the check.....same for a success ….you'll say that he succeed but he will still keep a little though that he may be wrong.... and I would tend to believe that this adds to the game instead of impairing it....enforcing that players play their characters properly...
Of course, this though process doesn't apply to all rolls....just the one that creates doubts...
I agree with a lot of this. It's interesting the way 1 or 2 ranks is looked at as Novice or Apprentice (as you are correct about that) but I thought I saw something that had even 1 Proficiency die adding a good amount of real percentage chance of success to the roll in examining the over all probabilities of the dice. To me a rank in a skill means some training and experience, to the guys who wrote the book and most people who play this game 1 rank is pathetic. It's math bloat as most of these games have. Gotta have 6's or you suck.
As to the dice pre-rolling, I don't care for that because I like to have the dice always speak for themselves and I never fudge them even in games where it is easier, but I would say that maybe look at not even rolling those checks after all if you are that worried about flow and slowdown.
The dice in this game are very fun, but dice in any TTRPG can be overused. In your example of the character in the alley, do you feel the character would be able to anticipate the attack? If you don't think so then just make the character narratively go after the opponent. If the player begins to meta game the situations then meta-talk to them about what they are doing. I often use a Narrative Initiative with this game if I feel like common sense would have someone obviously going first.
Also as someone else said above some things just shouldn't be a roll. I've seen these called Dice Shortcuts but to me they are more like Dice Summations. You enter a hallway and ask the GM can I make a Perception check? Hopefully the GM would answer, what are you looking for and why don't you just describe looking for it?