Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

On Reader Mail, Find Traps skill



A completely different Nick than yesterday writes: "Do you use a "Find Traps" skill for your thieves? Reading your materials, I can't really tell. I know you favor description and discovery through interaction, so if you use it, how do you have it "interface" with that? I'm struggling with this bit myself."

How does find traps interface with player skill-focused play?

This is a great question, and part of the answer has to do with infinite play and what you wish to spend your time doing; the other part has to do with the purpose of a trap.

What is the purpose of a trap?


The purpose of a trap is to make decisions meaningful. If there is no risk from just walking around, opening chests, or exploring rooms, then those activities become flat and dull. If the only threat is monsters, then you've removed uncertainty from the game, making it flatter and less interesting. Traps should make the play of the game more interesting.

How?

Traps should represent an unseen threat. Lurking in chests and doors, they are likely not visible. But in rooms and corridors, there should always be some sign of their placement. This sign should not always be obvious but should be visible to an alert party. I've written a whole lot about how to present this.

What do we wish to spend our time doing? 


The other question becomes what do we want to actually be doing at the table? Do you want players to describe in detail how they are approaching and interacting with chests? The fact is, with any simple object like a door or chest, the ways of approaching and dealing with it are limited. It is possible to create an itemized list of activities to do when approaching a door. Depending on the type of campaign and your players, this may or may not be an issue. It depends on what you want.

The secret you wish to know


So, do I use the find traps skill?

I've found that it is hard to remember to do things. My general approach, is that all room and corridor traps are openly visible, and players either handle them manually in the game or suffer the consequences, as my traps and agency series. Openly visible means that there is some descriptive clue given to their purpose. I hid wall scythe blades in jagged shadows. Bodies on the floor is an option for easy detection, a side effect of trap placement in the description is more difficult to discern from the detection. For doors and chests, if they ask, I will simply tell them if the door or chest is trapped.

They frequently don't ask.

It is apparently really really difficult to remember to do that. 

This works very well to put the focus squarely on player skill. I want to point out, that I only do this for searching for traps, not most activities, like packing, lighting torches, etc. Specifically, I don't assume players will hit in combat, a key pillar of play any more than I assume they are going to take the time to look for traps another key pillar of play. Standard D&D does not consider remembering to pack your sword as a pillar of play. There are games that do. Again, it depends on where you want to spend your time.

Most of the games I run don't even contain a search or find traps skill. The idea behind the original thief skills, was that they were semi-magical in nature. So in systems that do have a find traps skill, I run it as either a Danger Sense skill, or allow it to be rolled as an additional saving throw to avoid the effects of traps. The same with locks, in most campaigns - any normal lock can be opened by a thief. It is puzzle locks, complicated vault locks, and other special tricks that Open Locks is expected to address.

First published 1/7/14

On Skill Deconstruction: Why Skill Light is Not Pixel Bitching, Nor DM Fiat

I figured I'd start with a big one.

I have seen multiple complaints that a skill light or skill free system somehow devolves down to DM Fiat or Pixel bitching.

Let us define terms before we begin.

DM Fiat: In the pejorative, when the Dungeon Master arbitrarily disallows logical character actions from either occurring or having effects. clearly some examples below are literally fiat, but we are concerned with the pejorative use.

Pixel Bitching: In old Sierra games, the prevention of progress in the game because you have not located the specific pixel you must select to progress. In role-playing, playing a game of mind reading or 'guess what the DM is thinking' in order accomplish your goals, that is 'saying the magic phrase'.

My position is that these two items are not related to the presence or absence of skills.

Both of the above effects occur for the same reason on different sides of the screen. That reason is an investment in a predetermined outcome.

The DM would institute fiat when the DM feels their actions would 'destroy his plan'. He can't handle the actions of the players so he outright forbids them.

Complaints of pixel bitching occur in two places.
First, when DM's have only one path forward to the 'completion of their adventure' and all progress both forward and backward is halted until the solution is guessed.
Second, when the players feel as if their must be a specific outcome, and they feel as if they have to guess the magic words to force that outcome to occur.

It is not DM Fiat to say that a specific plan won't work. There could be a number of reasons why a plan won't work.
It is DM Fiat to prevent a reasonable plan* from working.
It is DM Fiat to only allow one specific plan to work.

It is not DM Fiat to decide how a monster or NPC reacts without a reaction roll.
It is DM Fiat to decide that 'this monster/NPC is unconvince-able/unbluffable'.
It is not DM Fiat to decide the result of an action (like crafting etc.)
It is DM Fiat to not let the player influence the result of an action (like crafting etc.)
It is not DM Fiat to use class as a base for player skills and knowledge.
It is DM Fiat to prevent the player from characterizing their PC outside of the class parameters.
It is not DM Fiat to adjudicate the consequences of a player action.
It is DM Fiat to attempt to dictate what actions the player attempt (by either saying no to everything or not engaging the players in a dialog about what they are attempting to accomplish).

It is not Pixel Bitching to have a gem in the stomach of a creature, or a door that is only opened with the key in ogre lair near by.
It is Pixel Bitching to trap the players in a room and make them find the one specific thing to progress. (Or in the above example, if the door is necessary for the progress of the game).
It is not Pixel Bitching to suffer miscommunication at the table. Miscommunication happens and is resolved universally by discussion and dialog.
It is not the result of Pixel Bitching when a poor choice is made, when treasure is missed, or when a plan fails.
It is not Pixel Bitching to be lacking information about the game world.

As DM Fiat relates to skill light play, it is very important to realize that results of actions are decided primarily by discussion and agreement! *The root of the reasonable decision is one agreed upon by the participants. The DM can make decisions about the results of actions, but when those results are arbitrary (i.e. without meaning or purpose) then the ability of the DM to make decisions becomes a problem. Results being arbitrary is not the default state of skill light systems.


As Pixel Bitching relates to skill light play it is exclusively dependent on predetermined outcomes. It is not subjecting the players to Pixel Bitching to hide treasure in the stomach of a monster or in the false bottom of a foot locker because missing treasure is a completely reasonable occurrence. The supposition (or compulsive desire) that players should find every secret is the predetermined outcome that is self-evidently unreasonable.

Not knowing the results ahead of time, not knowing what a monster/NPC is thinking, not knowing how to solve a problem 'correctly' are also not Pixel Bitching. That is the great thing about tactical infinity! There are no correct solutions, just many many things you can try that can be impartially adjudicated. There is no 'secret phrase' to guess, no 'mind reading' to be done, because there is no predetermined outcome. The players have to gather information from the DM, decide on a course of action and deal with the consequences. It is impossible to need to Pixel Bitch because the DM has no investment in the outcome.

Of course, this assumes a good faith gaming environment. If you don't have that, the presence or absence of skills will change nothing. One is playing a game, and I know as a DM I construct those games to always provide some information to plot hooks, hidden treasure, the motivations of NPC's, etc.

It is equally as easy for DM's to create the above negative situations in skill heavy games as it is in skill light games. The reasons for these things occurring have nothing to do with the presence or absence of skills.  Because any of these can occur in either a skill-heavy system or a skill-light system, skill heavy systems provide no protection against DM Fiat (arbitrary decision making) or pixel bitching (making the players guess the next action they can take).


Therefore whether a system is skill light or not is irrelevant to the degree to which Pixel Bitching and DM Fiat occur.

DM Fiat and Pixel Bitching are not the natural results of skill light systems. They are the natural results of investments in the outcome of play.

Just a reminder for the comments. If you disagree with something written above, state what you disagree with and why. Avoid 'white room examples', personal attacks, and most importantly only respond to what is written in the post above - not things not said.

Originally published 11/2011

On the Expert

There's been some talk about the thief lately.

I have a very elegant solution and wish to share.

This system works no matter which version you run.

I have eliminated the thief class and replaced it with a class called Expert. Expert works exactly like a thief regarding saves, hit points, and all other relevant aspects of the thief class except for the following differences.

Experts can re-roll any one roll they make, once per session per level. This is to support their playstyle niche which is risk-taker.

Experts select 5 skills from the following list. They do this instead of gaining their default skills. I use Skills: the Middle Road* as the system in my game because it doesn't tie skills into level, but X in d6 or % both work. Each level the thief selects a new skill, or raises a skill from skilled to expert to master.

The key to this following list is each of these skills resolves a specific in game 'lock'. It is a literal toolset as the magic users bag of spells, or the fighters bag of murder.


Agility/Athletics: For resolving feats of derring do.
Alchemy: For the creation and identification of alchemical items.
Appraisal: For determining the value of objects in the dungeon.
Arcana: For the identification and use of out of class magic items (wands/scrolls, etc.)
Backstab: For doing additional damage in combat.
Healing: For restoring hp to comrades after a battle.
Listening: For gathering information behind closed doors.
Nature Affinity: For calming and working with animals. This also allows you to use your charisma to have animal companions in addition to henchmen.
Poison Use: Use, identify and treat poison.
Campaign Specific Lore skills: Specifically useful skills that provide additional info in your campaign.
Sleight of Hand: Picking pockets, palming, and other feats of prestidigitation.
Stealth: Hiding, Movement to surprise monsters, and taking a round to set up a backstab in combat.
Stonelore: Identification of slopes, new construction, sliding walls, pit traps depth underground and stonework.
Tinkering/Devices: Disarming traps on chests and doors. and working with machinery.

Note that searching and parley are not on the list by design. The X in 6 chances to locate secret doors once players have given up looking and reaction rolls are not systems that are improved by allowing people to become 'skilled' in them. It is highly likely those will become 'skill taxes'.

The difference between these skills and the usual assortment, is that each of these provides a specific in game mechanical use. There aren't skills for flavor or background (those should be non-mechanical in nature). The system is expandable for subsystems you might use in your campaign

*All non-supernatural tasks have a target number of two to seven. Those unskilled may attempt a task by rolling a d6. Those skilled at a task roll a d8. Those that are experts at a task roll a d10. Those that are masters roll a d12. Target numbers may be modified situationally.

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