Should You Roll or Roleplay? - GM Tip for Escalation Prompts

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  • เผยแพร่เมื่อ 16 ก.ย. 2024
  • I want to make it clear that I'm not saying this is a "bad" example. It's just a time when a show maybe ought to differ from a regular game at home. My intent is to make you think about when to simply prompt someone instead of trying to maneuver it with rolls.
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ความคิดเห็น • 10

  • @TheFirstArcadianDnD
    @TheFirstArcadianDnD ปีที่แล้ว

    It feels like there is a middle ground between failing forward techniques and these prompt to escalate that smells like roleplay goldmine. Great "catch"! I totally missed this watching this episode :D

    • @FlutesLoot
      @FlutesLoot  ปีที่แล้ว

      I agree! It's an interesting technique for GMs to explore.

  • @elijahbanks1947
    @elijahbanks1947 ปีที่แล้ว

    I love using Saving Throws as prompts. The DC is set by how much time the player has spent working on overcoming their flaws. Success makes the encounter easier. Failure makes your character have more depth.

    • @FlutesLoot
      @FlutesLoot  ปีที่แล้ว

      That's a fun way to set DCs!

  • @pyra4eva
    @pyra4eva ปีที่แล้ว

    If I've spoken about similar scenarios with the player, I give them a chance to buy into the situation. I also try to be very honest with the intent of if they roll and there isn't really a way for them to necessarily succeed because this isn't an ideal situation that would allow a total success. When a situation like that happens, I simply tell them that this roll will determine how bad this not-so-ideal situation goes. I want choices to matter and sometimes choices are made that leave you in situations where there is no 'good' outcome. There really is only 'bad' or 'worse'. I want players to understand that their choices lead them into situations that could be very good, very bad, or something in-between and 1 roll would never determine that. I try to explain that the dice are small cosmic representations of probability. A nudge here or there. A divine push. An ancestor's choice coming full circle. The player's choices are like dominoes. When they fall, the picture that shows up is going to be the sum of every roll and every choice made.

    • @FlutesLoot
      @FlutesLoot  ปีที่แล้ว

      I love that! I think of rolls in a similar way as your description of nudging fate. I'm also completely 100% in favor of GMs communicating details like this with players when it is helpful.

  • @minimoose7890
    @minimoose7890 ปีที่แล้ว

    Interesting video.
    FYI as an aside, the volume on this and your recent videos seems very low.

  • @robber5159
    @robber5159 ปีที่แล้ว

    12 isn't a very high roll.... I made one of my players roll wisdom saving throws as he touched the wall of an inner-city temple because they had a pact with a fiend. He failed one and didn't dare enter the temple because he was afraid what would happen as he "felt the dark power stirring inside and a sharp pain in your forehead". He wanted to be in the temple but was afraid of what might happen, as he should have been. Straight roleplay wouldn't have the same fear factor imo.

    • @FlutesLoot
      @FlutesLoot  ปีที่แล้ว

      I like your point and I appreciate you sharing it! Saving throws have a different feel for players. Definitely true.
      And I agree 12 isn't a high roll :P I wasn't trying to say "HE SHOULD'VE PASSED" or anything like that, haha.