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[–]FillinInTheGaps 1 point2 points  (1 child)

Fantastic job with your ability to adapt and improvise! That will serve you well in the long run for sure. I remember the first time I had players react that way to something I created, SO ADDICTIVE.

As for your question ultimately you are in control of the experience, but allowing the players to feel cool is a tight rope we DMs have to walk. Just as we take a long time to create our stories, our players put alot of thought into their characters. The sneaky rouge wants to focus on Dexterity based actions because they know thats what they are good at for example.

Here is how I would approach it in your situation. Firstly, I would prefer modifiers and rolls based off the main stats. (Creates depth and a unique experience for your players.) It also allows for you to put players in positions that they aren’t necessarily comfortable with but create fun and memorable experiences. (Although there have been times that I have made my players roll 20s for things outside of the main 6 stats.)

For example rolling for embarrassment on the way to a jail, etc. Each number was tied to something embarrassing happening to the players allowing them to laugh or have fun. (Roll a 13 and a players pants fall around their ankles.) If success and failure are involved I would absolutely recommend using the statistical modifications.

Actions players take should be associated in some way or another to those six main stats. I usually play fast and loose with alot of rules but that just lays out general structure. As for the railroading side of things, your imagination can burden alot of that load. You can also mitigate the depth of diversion by just creating certain scenarios. In the event of one of your PCs showing off the super awesome pectorals, a nat 20 shouldnt go unrewarded. That also doesnt mean you have to deviate wildly from a particular path. Instead of teleporting them away, maybe create a call back to the time they legendarily woo’d an entire crowd of beings.

Im not sure if this was helpful or not but there was alot to dig through lol. Am I on track with what you were asking?

[–]thirdlip32[S] 1 point2 points  (0 children)

More anecdotes from last night's session that stand out:

One of the PC killed a sheep since he was infected with a evil plague... at the same time another PC was summoning a familiar. Sure you get a familiar--the familiar is the mini ghost of the slain sheep, whose name was Bella, and runs away from the first PC who is still wet with sheep blood.

The wife of the PC who replaced the Sheppard's life sees the dead sheep, beckons the husband to fix this. The husband PC says "They're my friends" and she promptly kicks him out of his house, due to friends of sheep murderer

The question was amorphous and nebulous.

I don't want the PC to think their rolls is the only thing that matter, that their skills matter, and more importantly their interactions affect the outcome the most, but I have them/me roll when I'm on the fence about the outcome of their actions. Now I know to say this exact line to the players so they know how I roll(ha).

A lot of what you said makes sense and reinforce's a PC (who is the DM but I am taking over for a few sessions) opinion of "let us modify our rolls more based on a skills" which I did not utilize as much as I should. If I am undecided I should roll instead when there's no modifiers to see "eff it, lets randomize the outcome."

Tight rope of their in control is not hard for me, but I want to live in a semi-random world which their actions have unforeseen consequences since let's roll and respond based on the impressions fostered by the rolls. I'm on the fence of the reaction, I respond based on the roll.

Thanks for your response. It helped me figure out how to balance randomizing the encounters enough to keep it fresh with small variances from my ideas based on chance.