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	<title>Comments on: Don&#8217;t Roll, Think</title>
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	<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: Widukind</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-19220</link>
		<dc:creator>Widukind</dc:creator>
		<pubDate>Sun, 07 Mar 2010 06:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-19220</guid>
		<description>You&#039;re dead on. I think it&#039;s nothing about &quot;yea old school!&quot; or the current state of rules-happy games. It&#039;s probably about what constitutes &quot;game.&quot; If you&#039;ve been raised by computer games, you want a roll of the dice, or random number generator, to determine your fate. Well, as a DM I&#039;m not a computer, so I don&#039;t have the inclination to do that. I&#039;d much rather tune into the player&#039;s personality and work with that to see what he or she sees.

I think the idea of giving a brief but tantalizing description of a room or scene, and then letting the players &quot;bite&quot; on the description, is the way to go. When I DM, I expect activity, not passivity, on the players&#039; part. Once their attention and interest latch onto something in a description, they get into the game. Rolling dice, for the most part, cannot do that; that&#039;s about as personal as a game of craps in your local casino.

It is a social game. If the player isn&#039;t a genius but his PC is, then there&#039;s game mechanics or your judgement as a DM to make him spot something that only a genius would.</description>
		<content:encoded><![CDATA[<p>You&#8217;re dead on. I think it&#8217;s nothing about &#8220;yea old school!&#8221; or the current state of rules-happy games. It&#8217;s probably about what constitutes &#8220;game.&#8221; If you&#8217;ve been raised by computer games, you want a roll of the dice, or random number generator, to determine your fate. Well, as a DM I&#8217;m not a computer, so I don&#8217;t have the inclination to do that. I&#8217;d much rather tune into the player&#8217;s personality and work with that to see what he or she sees.</p>
<p>I think the idea of giving a brief but tantalizing description of a room or scene, and then letting the players &#8220;bite&#8221; on the description, is the way to go. When I DM, I expect activity, not passivity, on the players&#8217; part. Once their attention and interest latch onto something in a description, they get into the game. Rolling dice, for the most part, cannot do that; that&#8217;s about as personal as a game of craps in your local casino.</p>
<p>It is a social game. If the player isn&#8217;t a genius but his PC is, then there&#8217;s game mechanics or your judgement as a DM to make him spot something that only a genius would.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-15892</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Wed, 02 Sep 2009 21:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-15892</guid>
		<description>@ GiacomoArt -- It&#039;s not about &quot;yea old school!&quot;, or about good or bad GMs. Just like &lt;a href=&quot;http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/&quot; rel=&quot;nofollow&quot;&gt;Initiative: the Silent Killer&lt;/a&gt;, it&#039;s about seemingly logical and sensible rules changes that unintentionally take away the magic of the game.</description>
		<content:encoded><![CDATA[<p>@ GiacomoArt &#8212; It&#8217;s not about &#8220;yea old school!&#8221;, or about good or bad GMs. Just like <a href="http://arsludi.lamemage.com/index.php/72/initiative-the-silent-killer/" rel="nofollow">Initiative: the Silent Killer</a>, it&#8217;s about seemingly logical and sensible rules changes that unintentionally take away the magic of the game.</p>
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		<title>By: GiacomoArt</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-15883</link>
		<dc:creator>GiacomoArt</dc:creator>
		<pubDate>Wed, 02 Sep 2009 15:16:18 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-15883</guid>
		<description>I totally agree that if you had to choose between excising decision-making and dice-rolling in an RPG, it&#039;s the dice that would have to go, but you&#039;re setting up a straw man argument here. A bad GM is a bad GM whether he&#039;s hiding behind dice or not, and  randomization holds as legitimate a role in gathering clues as it does in swinging a sword. 

I also hope that we (as a community) can give the whole &quot;old school&quot; role-playing halcyon nostalgia a rest before I snap and start telling my stories about how we used to LARP walking ten miles up hill through the snow just to get to the dungeon. I was into D&amp;D before there was such a thing as a Player&#039;s Handbook, so I&#039;ve certainly got the right.</description>
		<content:encoded><![CDATA[<p>I totally agree that if you had to choose between excising decision-making and dice-rolling in an RPG, it&#8217;s the dice that would have to go, but you&#8217;re setting up a straw man argument here. A bad GM is a bad GM whether he&#8217;s hiding behind dice or not, and  randomization holds as legitimate a role in gathering clues as it does in swinging a sword. </p>
<p>I also hope that we (as a community) can give the whole &#8220;old school&#8221; role-playing halcyon nostalgia a rest before I snap and start telling my stories about how we used to LARP walking ten miles up hill through the snow just to get to the dungeon. I was into D&amp;D before there was such a thing as a Player&#8217;s Handbook, so I&#8217;ve certainly got the right.</p>
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		<title>By: Koori</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-12511</link>
		<dc:creator>Koori</dc:creator>
		<pubDate>Sat, 13 Dec 2008 11:16:28 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-12511</guid>
		<description>@ frost. That&#039;s pretty much what I wanted to say really. I do not think that playing RPG should be a series of &quot;If I roll 15 we win&quot;. What I wanted to point out is that GM should take the individual skills of characters into consideration when planning next session and figure out some things that characters could come up with. During session hint them about that posibility. If we don&#039;t want the high intelligence or other exceptional skills bo to just numbers that we use during combat GM must help players play their characters.</description>
		<content:encoded><![CDATA[<p>@ frost. That&#8217;s pretty much what I wanted to say really. I do not think that playing RPG should be a series of &#8220;If I roll 15 we win&#8221;. What I wanted to point out is that GM should take the individual skills of characters into consideration when planning next session and figure out some things that characters could come up with. During session hint them about that posibility. If we don&#8217;t want the high intelligence or other exceptional skills bo to just numbers that we use during combat GM must help players play their characters.</p>
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		<title>By: frost</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-12509</link>
		<dc:creator>frost</dc:creator>
		<pubDate>Sat, 13 Dec 2008 02:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-12509</guid>
		<description>@ Koori

I don’t think that Ben is suggesting getting rid of rolls entirely, just that there are many cases when rolling does not help. If something is important for the plot or sounds like a cool idea then it should probably just happen. But for things like swinging a sword in combat or leaping a chasm you should still roll. 

The decision as to if the player succeeds, does not need to be just based on what the players can do. For example, the person that spots the important plot point should usually be the one with the highest spot check - even if you aren’t rolling. If the genius scientist is examining something then they should get more info then the brawny fighter.

The problem with the “My character is smarter than me, so they should know what to do even if I don’t” line of reasoning is that it can easily take away from the players being involved in the game. I think most folks would think that saying “My character is an expert tactician, so if I make my roll, move me to the best spot on the board” is obviously losing something. The key point is that the characters should be encouraged to be active in deciding what they do and then their success is determined by the skills of the character (with or without a roll) and what is best for the game. Having the players describe what/how they are searching “I think they might have hidden it in this room, and as a thief I’m pretty familiar with how to conceal things, so I’m really paying attention to places where it would be hidden by someone who knew how to hide stuff” is more involved than saying “I rolled a 23 on my spot/search check, what did I find?”. 

When it comes to the player saying “I’m a genius scientist so I’ll whip up a device to invert the tachyon particles….” then the DM should either say “yeah in your lab with your skills that should be pretty easy for you” or have it be a roll. Depending on where the DM feels the task falls in the spectrum from Plot-related-spot-check thru swinging-a-sword-in-combat determines if you need to roll for it. If the cool device is a great way to defeat the monster and this is a good point in the story for it, then why not just say “yes you can do that”. If you think it’s a good thing for the story &amp; game and he wants to do it (that is, if everyone in the game wants it to happen) why risk having him fail the roll and then feel like his scientist is an idiot?

Also look at the “virtual roll” post: &lt;a href=&quot;http://arsludi.lamemage.com/index.php/74/rolling-for-roleplaying-the-virtual-roll/&quot; rel=&quot;nofollow&quot;&gt;rolling-for-roleplaying-the-virtual-roll&lt;/a&gt; as a good “it sounds cool, but I still think it needs a roll” compromise.</description>
		<content:encoded><![CDATA[<p>@ Koori</p>
<p>I don’t think that Ben is suggesting getting rid of rolls entirely, just that there are many cases when rolling does not help. If something is important for the plot or sounds like a cool idea then it should probably just happen. But for things like swinging a sword in combat or leaping a chasm you should still roll. </p>
<p>The decision as to if the player succeeds, does not need to be just based on what the players can do. For example, the person that spots the important plot point should usually be the one with the highest spot check &#8211; even if you aren’t rolling. If the genius scientist is examining something then they should get more info then the brawny fighter.</p>
<p>The problem with the “My character is smarter than me, so they should know what to do even if I don’t” line of reasoning is that it can easily take away from the players being involved in the game. I think most folks would think that saying “My character is an expert tactician, so if I make my roll, move me to the best spot on the board” is obviously losing something. The key point is that the characters should be encouraged to be active in deciding what they do and then their success is determined by the skills of the character (with or without a roll) and what is best for the game. Having the players describe what/how they are searching “I think they might have hidden it in this room, and as a thief I’m pretty familiar with how to conceal things, so I’m really paying attention to places where it would be hidden by someone who knew how to hide stuff” is more involved than saying “I rolled a 23 on my spot/search check, what did I find?”. </p>
<p>When it comes to the player saying “I’m a genius scientist so I’ll whip up a device to invert the tachyon particles….” then the DM should either say “yeah in your lab with your skills that should be pretty easy for you” or have it be a roll. Depending on where the DM feels the task falls in the spectrum from Plot-related-spot-check thru swinging-a-sword-in-combat determines if you need to roll for it. If the cool device is a great way to defeat the monster and this is a good point in the story for it, then why not just say “yes you can do that”. If you think it’s a good thing for the story &amp; game and he wants to do it (that is, if everyone in the game wants it to happen) why risk having him fail the roll and then feel like his scientist is an idiot?</p>
<p>Also look at the “virtual roll” post: <a href="http://arsludi.lamemage.com/index.php/74/rolling-for-roleplaying-the-virtual-roll/" rel="nofollow">rolling-for-roleplaying-the-virtual-roll</a> as a good “it sounds cool, but I still think it needs a roll” compromise.</p>
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		<title>By: Koori</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-12507</link>
		<dc:creator>Koori</dc:creator>
		<pubDate>Fri, 12 Dec 2008 23:29:28 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-12507</guid>
		<description>Hi.
Generally I agree with your article but there is one problem with your thinking. It disables players from playing incredibly/unnaturaly inteligent, observant or wise characters. That way they are only able to play characters as inteligent as the player is and I think that it&#039;s not the point. Everyone wants to play character that is exceptional in some way. I think that in the bigger picture you are good without most of dice rolls but you need to consider skills of your players characters.
What if they play genious strategist or engineer. In 95% of cases the player is not able to come up with ideas that the character would be able to dish out on daily base. Dice rolls are enabling that. You are GM writing this story. You know that there is a way to stop the next horde of monsters or how to stop the oncomming disaster. Introduce the players to the story but when it comes to genious you need to help them. They are just humans playing characters that are something more than a guy with a bunch of books and dice.</description>
		<content:encoded><![CDATA[<p>Hi.<br />
Generally I agree with your article but there is one problem with your thinking. It disables players from playing incredibly/unnaturaly inteligent, observant or wise characters. That way they are only able to play characters as inteligent as the player is and I think that it&#8217;s not the point. Everyone wants to play character that is exceptional in some way. I think that in the bigger picture you are good without most of dice rolls but you need to consider skills of your players characters.<br />
What if they play genious strategist or engineer. In 95% of cases the player is not able to come up with ideas that the character would be able to dish out on daily base. Dice rolls are enabling that. You are GM writing this story. You know that there is a way to stop the next horde of monsters or how to stop the oncomming disaster. Introduce the players to the story but when it comes to genious you need to help them. They are just humans playing characters that are something more than a guy with a bunch of books and dice.</p>
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		<title>By: Wingless Games: Gameplay</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-12372</link>
		<dc:creator>Wingless Games: Gameplay</dc:creator>
		<pubDate>Thu, 02 Oct 2008 23:55:22 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-12372</guid>
		<description>[...] Main Cast Rule The Rule of Fun The Rule of Cool Don&#039;t Roll - Think Explain [...]</description>
		<content:encoded><![CDATA[<p>[...] Main Cast Rule The Rule of Fun The Rule of Cool Don&#8217;t Roll &#8211; Think Explain [...]</p>
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		<title>By: Blanks</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-10553</link>
		<dc:creator>Blanks</dc:creator>
		<pubDate>Mon, 19 May 2008 12:06:49 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-10553</guid>
		<description>In my next campaign im trying out a new idea:

Every spot check is a series of difficulties. I will give an example of the party going through a forest and meeting a bear:

Spot DC -10: You are in a forest (okay joking on this one)
Spot DC  10: The bear have bloody paws
Spot DC  15: Thats probably from the dead animal lying behind it, hidden in the underbrush
Spot DC  30: It looks like it just ate a lot, so it probably isn&#039;t hungry

The point being that the better the roll, the more information, but the party isn&#039;t excluded from clues with a low roll, the clues just get better.</description>
		<content:encoded><![CDATA[<p>In my next campaign im trying out a new idea:</p>
<p>Every spot check is a series of difficulties. I will give an example of the party going through a forest and meeting a bear:</p>
<p>Spot DC -10: You are in a forest (okay joking on this one)<br />
Spot DC  10: The bear have bloody paws<br />
Spot DC  15: Thats probably from the dead animal lying behind it, hidden in the underbrush<br />
Spot DC  30: It looks like it just ate a lot, so it probably isn&#8217;t hungry</p>
<p>The point being that the better the roll, the more information, but the party isn&#8217;t excluded from clues with a low roll, the clues just get better.</p>
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		<title>By: Greg</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-10439</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Tue, 13 May 2008 18:52:09 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-10439</guid>
		<description>Just discovered the site.  Awesome!

I agree that rolling should not replace thinking, and just wanted to point out that GMs got lynched back in the old days, too, when they forgot to think (Well you didn&#039;t SAY that you looked at the floor, and that&#039;s why you didn&#039;t notice the pool of lava....).

Along with the spot check, I think the game has evolved from &quot;don&#039;t tell them unless they ask&quot; to more of a &quot;tell them everything upfront EXCEPT for this (Spot DC).&quot;  In the end, I think the latter premise probably keeps the game moving better.</description>
		<content:encoded><![CDATA[<p>Just discovered the site.  Awesome!</p>
<p>I agree that rolling should not replace thinking, and just wanted to point out that GMs got lynched back in the old days, too, when they forgot to think (Well you didn&#8217;t SAY that you looked at the floor, and that&#8217;s why you didn&#8217;t notice the pool of lava&#8230;.).</p>
<p>Along with the spot check, I think the game has evolved from &#8220;don&#8217;t tell them unless they ask&#8221; to more of a &#8220;tell them everything upfront EXCEPT for this (Spot DC).&#8221;  In the end, I think the latter premise probably keeps the game moving better.</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-10341</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Sun, 04 May 2008 21:20:10 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-10341</guid>
		<description>Justin if you haven&#039;t read it yet take a look at &lt;a href=&quot;http://arsludi.lamemage.com/index.php/74/rolling-for-roleplaying-the-virtual-roll/&quot; rel=&quot;nofollow&quot;&gt;Rolling for Roleplaying: the Virtual Roll&lt;/a&gt;. I think that might be the kind of approach you&#039;re talking about.</description>
		<content:encoded><![CDATA[<p>Justin if you haven&#8217;t read it yet take a look at <a href="http://arsludi.lamemage.com/index.php/74/rolling-for-roleplaying-the-virtual-roll/" rel="nofollow">Rolling for Roleplaying: the Virtual Roll</a>. I think that might be the kind of approach you&#8217;re talking about.</p>
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		<title>By: Justin Alexander</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-10339</link>
		<dc:creator>Justin Alexander</dc:creator>
		<pubDate>Sun, 04 May 2008 18:25:46 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-10339</guid>
		<description>I&#039;m going to suggest a different solution to the same problem that isn&#039;t an all-or-nothing scenario.

But first, I&#039;m going to draw an analogy with social skills: For a long time I disliked the idea of social skills. &quot;If you can do it (i.e. roleplay it), why are you rolling dice?&quot; But I&#039;ve since come to realize that the correct application of social skills is actually advantageous because it removes arbitrary decision points.

One of the things I love about playing RPGs is when &lt;a href=&quot;http://www.thealexandrian.net/creations/talesfromthetable/tale03-unexpected.html&quot; rel=&quot;nofollow&quot;&gt;unexpected surprises&lt;/a&gt; spontaneously emerge out of gameplay.

So if the PCs lie to an NPC I have a decision to make: Does he believe it? Without a social skill, I have to either say &quot;yes&quot; or &quot;no&quot;. But if I add a Bluff skill to the game, I can suddenly say &quot;maybe&quot; and see what happens. Even more importantly I can vary the likelihood of the lie being believed depending on how believable the lie was.

Rather than closing down social interactions, it opens them up: Players become engaged with the game as they try to figure out &lt;i&gt;how&lt;/i&gt; to use their skills to their best advantage.

Now, let me bring this back to Spot and Search checks: I vary the difficulty of the check by what the player tells me they&#039;re doing. Is there a bit of writing carved into the lower lip of a desk? That&#039;s difficult to notice if you&#039;re searching the entire room, but far more likely to be noticed if you&#039;re focusing your search on the desk itself and will almost certainly be noticed if you tell me that you&#039;re specifically looking at the underside of the desk.

Perhaps the most common example of this is the infamous &quot;I look up&quot; instruction that happens whenever they get ambushed by something dropping down on top of them. But just because they&#039;re looking up doesn&#039;t necessarily mean the pirates should spot the ninja lurking in the shadows there -- maybe the ninja is just that good at hiding. So, when you give me that instruction, you get a bonus for spotting things on the ceiling... but suffer a penalty to noticing things anywhere else.

This type of mechanical differentiation encourages the same type of proactive play that you&#039;re advocating; but it doesn&#039;t discard the advantages of using mechanics, either.

As for the example of a scenario falling apart because the PCs don&#039;t notice one particular clue... well, that&#039;s just as likely to happen without Spot checks. One solution is to make sure you always give them all the clues, but I find a better solution is the &lt;a href=&quot;http://www.thealexandrian.net/creations/misc/three-clue-rule.html&quot; rel=&quot;nofollow&quot;&gt;Three Clue Rule&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to suggest a different solution to the same problem that isn&#8217;t an all-or-nothing scenario.</p>
<p>But first, I&#8217;m going to draw an analogy with social skills: For a long time I disliked the idea of social skills. &#8220;If you can do it (i.e. roleplay it), why are you rolling dice?&#8221; But I&#8217;ve since come to realize that the correct application of social skills is actually advantageous because it removes arbitrary decision points.</p>
<p>One of the things I love about playing RPGs is when <a href="http://www.thealexandrian.net/creations/talesfromthetable/tale03-unexpected.html" rel="nofollow">unexpected surprises</a> spontaneously emerge out of gameplay.</p>
<p>So if the PCs lie to an NPC I have a decision to make: Does he believe it? Without a social skill, I have to either say &#8220;yes&#8221; or &#8220;no&#8221;. But if I add a Bluff skill to the game, I can suddenly say &#8220;maybe&#8221; and see what happens. Even more importantly I can vary the likelihood of the lie being believed depending on how believable the lie was.</p>
<p>Rather than closing down social interactions, it opens them up: Players become engaged with the game as they try to figure out <i>how</i> to use their skills to their best advantage.</p>
<p>Now, let me bring this back to Spot and Search checks: I vary the difficulty of the check by what the player tells me they&#8217;re doing. Is there a bit of writing carved into the lower lip of a desk? That&#8217;s difficult to notice if you&#8217;re searching the entire room, but far more likely to be noticed if you&#8217;re focusing your search on the desk itself and will almost certainly be noticed if you tell me that you&#8217;re specifically looking at the underside of the desk.</p>
<p>Perhaps the most common example of this is the infamous &#8220;I look up&#8221; instruction that happens whenever they get ambushed by something dropping down on top of them. But just because they&#8217;re looking up doesn&#8217;t necessarily mean the pirates should spot the ninja lurking in the shadows there &#8212; maybe the ninja is just that good at hiding. So, when you give me that instruction, you get a bonus for spotting things on the ceiling&#8230; but suffer a penalty to noticing things anywhere else.</p>
<p>This type of mechanical differentiation encourages the same type of proactive play that you&#8217;re advocating; but it doesn&#8217;t discard the advantages of using mechanics, either.</p>
<p>As for the example of a scenario falling apart because the PCs don&#8217;t notice one particular clue&#8230; well, that&#8217;s just as likely to happen without Spot checks. One solution is to make sure you always give them all the clues, but I find a better solution is the <a href="http://www.thealexandrian.net/creations/misc/three-clue-rule.html" rel="nofollow">Three Clue Rule</a>.</p>
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		<title>By: cr0m</title>
		<link>http://arsludi.lamemage.com/index.php/70/dont-roll-think/comment-page-2/#comment-3450</link>
		<dc:creator>cr0m</dc:creator>
		<pubDate>Thu, 20 Sep 2007 21:09:51 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/70/dont-roll-think/#comment-3450</guid>
		<description>@Don re: Gather Information. How about giving the players the info, but a failed roll means their opponents find out they&#039;ve been asking questions?</description>
		<content:encoded><![CDATA[<p>@Don re: Gather Information. How about giving the players the info, but a failed roll means their opponents find out they&#8217;ve been asking questions?</p>
]]></content:encoded>
	</item>
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