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J. Claypool's avatar

I love this way of playing! Well-written article, too!

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Kate Korsaro's avatar

Hey J! Thank you dear!

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RobinPlays's avatar

Some very good ideas! I have a confession: as a DM with my family, I hate asking them for skill checks. I guess for a few reasons. I really want them to succeed and feel good about it. I love letting dice decide but not on really crucial things. I hate when bad rolls derail my train of thought or direction the game is going in. When I’m playing solo, a bad roll doesn’t bother me. I can pivot, I can build it into something bad but cool for my character to go thru. I noticed with the fam game, I’m not as quick on my feet to pivot. Your article has given me a few ideas on how to work with my roadblocks.

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Kate Korsaro's avatar

Thank you dear, glad to be helpful.

About fam games… there are many options, here just some on the spot:

you can agree on the “lethality” of the game and you can even rule out character death.

After a bad roll you might want to grant a player some “karma” in the form of advantage (if playing D&D) or some other bonus

You might use something like you fail, but… I mean… failure doesn’t have to be death, maybe something unexpected (a new complication or something)

… or you succeed but with a cost! Heroes sacrifice all the time. Again it doesn’t have to mean death, just maybe something narrative interesting like: (after failing a hit roll) ok, your sword slashes through the Orc Chieftain armor. Grumgsh looks at you in disbelief and instead of gurgling he laughs at you and with his last breath he curses you then dies. Now the character is cursed with something that might be cleansed: you just found another quest!

Happy rolling to you and fam!

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RobinPlays's avatar

More great ideas! Thank you so much!

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Ivo Ziskra's avatar

Some great mechanics and tables to get more out of skill checks.

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Kate Korsaro's avatar

thank you dear!

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Ivo Ziskra's avatar

You're welcome.

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