Concept of the day: Dice are a portable version of a random number generation device, correct? They generate a random number between their top and bottom intergers at a roughly equal spread. Know what's also a randomness generator?
A person
guessing. If you give players a choice between a few different options, that can work the same way as a random number pulled from dice, assuming the probability is the same. If a character needs to hit an adjusted 20 to make this Skill Check you've designed, and he has a +10 on his skill, that means about half the time he'll make it. That same dice roll could, therefore, be reduced to a question of "X or Y?" rather than dice. Something dice don't let you do as easily is reward players for paying attention or being clever, especially if the choices would have otherwise been handled by randomization.
Eleventh Century Remnant wrote:Covenant, I think we're both having to descend to the very obvious in order to explain this, we probably are just talking at cross purposes. The example that flashed into my mind wasn't James Bond, it was a late seventies Richard Harris movie that was repeated a few months ago- Juggernaut, with a mad bomber depositing all sorts of devious devices on an ocean liner.
That would have been fine if I hadn't been very specific about the types of situations I was talking about:
Covenant wrote:Indiana Jones guesses the weight of the idol, and moves a sandbag onto it, failing, and triggering the boulder. What skill is used here? Appraise Weight (gold/sand) and Run? This could be entirely roleplayed. James Bond guesses the right wire to cut, stopping the bomb right as it reaches 007 seconds to go. What skills are used here? A roll versus luck? Or you could make the player have to choose.
Given that situation, the only choice is "which wire?" Not an infinitely complex thing that requires a physical prop, so what you're doing is inflating the difficulty of my example to make it sound absurdly complex without dice. It isn't, and I'll get to that after your next statement:
Eleventh Century Remnant wrote:The dice roll that would be appropriate there is a contest, possibly a multi- step extended contest, of demolitions skill, to see how much the character can figure out- then hit the player with their options. This is what you see, and what you think you understand- what are you going to do?
See, okay. You've talked up this big fucking bomb with all the tripwires and powder and blinking lights and shit, and what happens? "Roll your fucking Demolitions." A single diceroll is equal to a single decision. Saying "I try to defuse the bomb" and "I try to defuse the bomb, I'm rolling demolition," is the exact same expenditure of effort on both sides, except you remove the needless stupidity of the dice roll. And a multi-step contest of skill, or other things? At this point, you
still need to have prepared descriptions of the explosive, or else they won't know what to be rolling against--unless all they keep doing is rolling demolitions over and over, and I hope you can step back a moment and realize how pointless, bland, and anticlimatic it is to base such an emotional highpoint as this--
without need--on randomized number generatoin.
You as a GM are investing effort into designing this, and basically asking the players to go on intellectual autopilot by not challenging or engaging them to do anything other than roll the dice. They won't even need to pay attention, just ask you what they're rolling. There goes the tension your over-wrought bomb scenario was meant ot create.
Eleventh Century Remnant wrote:Except that I enjoy improvising, and don't necessarily have a 'this is the plot' plot, more a sort of groundswell of history overlain with a constellation of NPC's with agendas of their own that the players can fall in with, fall out with, set themselves up against, or best of all, subvert.
I find this statement ironic from someone who has complained about all those descriptions they would need to think up just to provide some context for their player's decisions, when you're already just throwing them into a sandbox and asking them what they want to do with it. Trying to keep that world properly fleshed out is orders of magnitude more work.
Eleventh Century Remnant wrote:The actual mechanics of the game- leave combat aside for the moment- are first and foremost a translation device to put the player into the characters' shoes, tell them what they see and more importantly what their character thinks.
Second and almost as important, safety net for when the players want to do something genuinely, truly stupid. Not an override, just a warning. Player decision always takes precedence, they're not bound by the dice- but some times, a lot of the time actually,the characters are supposed to be smarter than the people playing them.
This is a profoundly
awful reason to use dice-based skill mechanics for all these little stupid contests. You as the GM tells them what they see, not the dice. The player is who decides what their character thinks, not the dice. Why do people insist on yanking control of the character's
thoughts (not success or failure, mind you) away from the player who
plays the role of the character they designed, described, and made backstory for? There's also a huge issue of tying perception to competancy which leaves combat-heavy characters out of the loop during non-combat situations... so I've got strongly disagree here.
As for the second, no, the skills are not a safety net for when the players want to do something stupid, and you're a liar for asserting as such. Skills can succeed or fail regardless of situation or your desire for them to save the player, that's the nature of the dice, and it's the GM who decides what skills can be used when and where, as well as modifiers and so forth. You can either ask them to roll (with a chance of success or failure) or you as a GM can just give them a clue. The only difference is the addition of a roll--in both cases you're dangling a safety line. If you want to take command of someone's player and say "Alright, roll me your Demolitions skill to see if you think that's a bad idea," then you've already crossed the line and removed the role playing aspect. If people want to do foolish things, not consult you, and not listen when you try to steer them--just let them fail. Why let failure only happen at the behest of the random numbers--the one, least satisfying way to fail?
Note, we're not even talking about conflict resolution or combat here, as you've also stated--so this is just standard skill-check stuff. If your players are running into Critical Intelligence Failure and possible game-breaking on a non-contested skill check, there is something else horribly awry in this game, and it isn't the players.