umungus March 25, 2008 - 8:54am | I have a question about skill checks. Sometimes in a game I will have the players make a skill check. If they fail. They will ask if they can try again. It can become a a series of dice roll until the yget it. I was wondering how you guys handle this situation? At least I got to scare an alien rabbit thingy...... |
SmootRK March 25, 2008 - 9:01am | Some things, when time is not a factor, I would simply state that they eventually succeed. I might only roll to determine roughly how much time they may have used... high skill = short time, low skill = longer. Other things, when failure would mean breakage/alerting foes/running out of something/etc. then I would have the rolls made and determine what happens. Each roll would use time, materials, or potentially give me reason to have foes be alerted... or a 'wandering monster' effect. Logic rules in these situations. <insert witty comment here> |
umungus March 25, 2008 - 9:55am | Thanks Smoot... At least I got to scare an alien rabbit thingy...... |
fallensaviour March 27, 2008 - 9:57pm | I have had people pre roll before a gaming session just a random bunch of rolls on a lined sheet of paper.maybe its a skill check maybe its a leadership roll...always keep them guessing... And cross it off as they go.Maybe I'll ask for the top number maybe I'll ask for the last number on page... |
CleanCutRogue March 28, 2008 - 5:54am | Like SmootRK, if time is not a factor, they'll eventually succeed so I don't always make them roll dice at all. For example, a player is trying to repair a salvaged ground car. The other players agree to keep a low profile for a couple days while he does his techy thing... I'll just describe how easy or hard it is and let time pass and move on, no roll needed. If, however, time were of the essense (like a sathar fleet approaching) I'll have them roll once and let that result stand. The roll represents them trying their best and failing. Since my children play and are quite young, I tend to make failures fun and interesting anyway. "You try all night, doing the best you can, but you just can't fix it now with the spare parts you currently have. You need to get a new transgrapplar feeder rod. What do you want to do?" So even failures can just lead to storyline fun. When my players realize this, they roll and succeed or roll and fail and generally smile and keep playing. 3. We wear sungoggles during the day. Not because the sun affects our
vision, but when you're cool like us the sun shines all the time. |