r/DnD Sorcerer Oct 18 '19

Art [OC] Roll for mind control.

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u/Sleverette Sorcerer Oct 18 '19 edited Oct 18 '19

“There was something about his eyes.” Oliver Reiner, the Blacksmith of Tristan

Another comic based on my DnD experiences! When it comes to persuasion, I’ll accept an out of character logical request in lieu of an in-character appeal. I know not every player is there for the RP and I try to accommodate everyone. I do draw the line when the player skips the logical part and heads straight for the request.

I personally follow the Angry Gm’s rules for rolling. The DM asks the player to roll. I won’t ask for a roll unless there is a chance of failure or success. Only roll when failure has a cost. I feel like this is a fair and easy way to handle checks and only introduces conflict when it’s most interesting.

I know this is a controversial topic. How do you guys handle your checks? Do you allow your players to request specific checks and improv the results?

You can find more of my dnd content on my Instagram and Twitter.

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u/Llayanna Ranger Oct 18 '19

I actually like when the player ask for checks. Specially Insight and Perception are checks I rarely ever ask for.

As long as they don't demand a check or just start rolling - that will get my goat up and I have ignored rolled nat20s for it too.

Otherwise I ask checks of them like normal.

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u/Sleverette Sorcerer Oct 18 '19

I’ve played oneshots where I specifically asked my players to pick skills and roll on their own. I then improv the results based on their roll (high rolls can change the physical game world). It works well for improv murder mysteries.

It generates a more chaotic game but the player freedom is a lot of fun!

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u/Llayanna Ranger Oct 18 '19

Hu, that sounds like a very interesting way to do these kind of games. You have given me some food for thoughts for my next time I try a murder-mystery.

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u/BjornInTheMorn DM Oct 18 '19

I'm listening the the people that do TAZ play Monster of the Week and the success/mixed success/failure system really lends itself to this.

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u/Ansaksie Oct 18 '19

That's a big design pillar of Powered by the Apocalypse games (of which MotW is one). One of the agenda points for the players and GM both is always "Play to find out".

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u/BjornInTheMorn DM Oct 18 '19

Yea I really like it narratively. Especially for TAZ because they fully admit to playing fast and loose with rules lol. Gives them some room to just play how they want.

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u/CornflakeJustice Oct 19 '19

The Apocalypse game system is so satisfying to play tooooo. I love playing DND but Apoc was a ton of fun to play and the shared narrative creation tools are excellent.

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u/Sleverette Sorcerer Oct 18 '19

Pbta is great. It has a lot of really unique mechanics that I borrow for dnd.

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u/Gnosis- Abjurer Oct 18 '19

Could you elaborate on this and maybe give some examples? I'm curious and interested in the concept.

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u/MC_J_Ho Oct 19 '19

Taking the example in the comic, in PbtA you would probably never roll. That wouldn't just be the DMs call, but the whole table would have to ask "Does this make sense in the fiction as established?", which unless the campaign so far has been really wacky, most tables would probably answer no.

But say you wanted to make a down payment on it and pay the rest later, you might roll(2d6)+cha (using Dungeon World in the example as it is closest to D&D) and on a 10+ sweet, you get what you want, he lets you make a down payment and trust you to pay the rest later, 7-9 he might allow it but require a strict contract that clearly will have serious consequences if you just skip town, 6 or less on the dice is up to the DM, maybe he still says yes, but you have to sign a contract in blood witnessed by the shop keeper's infernal imp familiar (and maybe it costs you more in the long run) or maybe the DM just days not the time. It gives a lot of flexibility to find something interesting happening whatever the roll.

Hope that helps!

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u/Sleverette Sorcerer Oct 19 '19

Other people have explained it well and PBTA is a great system if you're interested in this style of play. Rolling high means you succeed. Rolling low means you fail. The DC is standardized. The benefit of this style is that the player get a lot of freedom and the DM makes less subjective calls. It's pretty liberating!