Scenario calls for skill check, do you roll all options or only one?


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Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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I'm quite surprised to see so much difference of opinion on such a commonplace issue. But English is an ambiguous language that doesn't have nice separate terms for inclusive and exclusive Or. And there are cases to be made for explanation in either direction.

Maybe it would be illuminating if we could get John Compton to say what he has in mind when editing these fairly standardized text blocks? In the case of briefing knowledge checks at least, we could have the truth from the horse's mouth.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

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I am seeing good arguments on both sides, a player recently did roll for each of the applicable knowledge checks... I was about to stop him... but I didn't really have an ironclad reason to do so. After all, if you could have to gain this information through various channels...

And I agree with Lau, some clarification what is intended by the scenarios would be very welcome.

1/5

Chris Mortika wrote:
The way I have phrased this is: you get all the checks, but you only get the one die roll. If you have a Knowledge (religion) of +3 and a Survival of +6, roll, and let me know what you get (roll a 12. That's Religion 15 and/or Survival 18.) Depending on the DCs, one or the other (or both) might succeed.

Oooh. That I really like.

1/5

Bob Jonquet wrote:
N N 959 wrote:
players are entitled to a consistent application of the rules.
In a world-wide campaign based on a game with rules that are often written intentionally to allow, even encourage GM adjudication? Good Luck

The PFS guide explicitly states that GMs have to follow the rules as written. If the rule says it's a free action to draw an arrow to shoot a bow, then players are entitled to that rule at every table in PFS games. In fact, the very reason I play PFS and only PFS is that GMs can't pull house rules out of their nether region whenever it suits them, as I've experienced in homebrew

Adjudication is only allowed when a situation arises that is not covered by the rules. But I can certainly attest to GMs not abiding by that and believing that they are free to change the rules at their own discretion.

1/5

Walter Sheppard wrote:
this is the result of the facehuggers from Aliens."

ROFL. Never heard that term before...totally had me rolling.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

N N 959 wrote:
Bob Jonquet wrote:
N N 959 wrote:
players are entitled to a consistent application of the rules.
In a world-wide campaign based on a game with rules that are often written intentionally to allow, even encourage GM adjudication? Good Luck

The PFS guide explicitly states that GMs have to follow the rules as written. If the rule says it's a free action to draw an arrow to shoot a bow, then players are entitled to that rule at every table in PFS games. In fact, the very reason I play PFS and only PFS is that GMs can't pull house rules out of their nether region whenever it suits them, as I've experienced in homebrew

Adjudication is only allowed when a situation arises that is not covered by the rules. But I can certainly attest to GMs not abiding by that and believing that they are free to change the rules at their own discretion.

You are correct, there should be as little table variation as possible, and certainly not when it comes to areas where the rules are very clear.

Unfortunately, sometimes information is missing from scenarios (like ceiling height, and the climb DC of that wall etc.) and GMs will have to improvise and as you mentioned even then GMs are supposed to use their best judgment to stay as close to the scenario as possible.

If you are made aware of GMs not following this rule, talk to them, if that doesn't work try to inform the next Venture Officer, so he can try to advise said GM about the problem.

1/5

Walter Sheppard wrote:
Here are some random examples that don't exist and how I'd handle them...

Your resolutions are exactly how I would resolve the scenarios. But as you can see there are a quite a few variations on how these things are being handled. Perhaps others feel differently, but I don't believe this is something that should be based on a GMs discretion.

1/5

Lau Bannenberg wrote:
I'm quite surprised to see so much difference of opinion on such a commonplace issue.

I'm not, as I've experienced this as a player. Fortunately these situations are not typical of skill check calls.

Quote:
Maybe it would be illuminating if we could get John Compton to say what he has in mind when editing these fairly standardized text blocks? In the case of briefing knowledge checks at least, we could have the truth from the horse's mouth.

+1.

I can't believe that the number of rolls a PC can make at a post-mission Knowledge briefing should be up to GM discretion.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

N N 959 wrote:
I can't believe that the number of rolls a PC can make at a post-mission Knowledge briefing should be up to GM discretion.

Until this discussion I had never considered that there was any doubt.

On our tables the argument is usually over "if he's using History to attempt the check, can I use Geography to aid him?"

But the opposing argument isn't crazy, so now I'd like to hear the authorial intent.


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I am assuming that this convo is all about the Knowledge checks needed for the lovely bits of 'fluff' information that players may pick up in a scenario.

No scenario (that I have read) is dependent on a such a check, they can be completed with all fails. The only thing they give is background, at best a slight clue on the motivations of the BBEG. All they really do is heighten the enjoyment of the players...I love that look of 'Ah! That's why!' on the player's faces when something pulls together, it makes it worthwhile to me.

I want the players to have a way in game to have access to some of the cool background that I as a GM have and the in game Knowledge checks is a way to do this. We aren't playing Call of C'thulhu.

Reading 'or' as being noninclusive limits the enjoyment for players, it doesn't reward players for having a breadth of skills. I strongly believe that PFS scenarios don't do that nor is it the intent of the designers.

This does need clarification, however, as some GMs do see 'or' as being noninclusive.

5/5 **** Venture-Agent, Netherlands—Utrecht

Not just the checks at the start of the scenario, but also checks that allow repeated tries. My main issue with that is that it takes all the tension out of a scenario. It devolves from "did I roll well enough to know this?" to "do I have enough ranks to eventually beat the DC?" In that case, the GM might as well just ask "is anyone capable of beating a DC 40?" and handing out the information without rolling. Pathfinder is a game of chance, hence the d20. Eliminating that chance through repeated rerolls isn't intended, I think.

I do sometimes weave the background information into scenarios or tell them outright, because as you said, it heightens the enjoyment of the scenario.

1/5

Spacelard wrote:
I am assuming that this convo is all about the Knowledge checks needed for the lovely bits of 'fluff' information that players may pick up in a scenario.

Ironically, I was not addressing the post-mission checks in the OP, but on review, I think they involve the same ambiguity.

1/5

Yeah, this is also covering things in scenario like.
"To find the tracks it's a DC X survival or X+5 perception."
1) can you try both?
2) can you try repeatedly?
I believe are the questions being asked here.


Thomas Hutchins wrote:

Yeah, this is also covering things in scenario like.

"To find the tracks it's a DC X survival or X+5 perception."
1) can you try both?
2) can you try repeatedly?
I believe are the questions being asked here.

1) Absolutely. You get one check for each relevant skill.

2) Nope. See above.

1/5

Spacelard wrote:
Thomas Hutchins wrote:

Yeah, this is also covering things in scenario like.

"To find the tracks it's a DC X survival or X+5 perception."
1) can you try both?
2) can you try repeatedly?
I believe are the questions being asked here.

1) Absolutely. You get one check for each relevant skill.

2) Nope. See above.

I read it as OR is exclusive. You can try survival or perception, but not both. As both are effectively you just looking for tracks, It doesn't make sense that when you look and fail that you can look again and succeed, you already tried looking.

5/5 5/5

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While I have in the past limited players to using only one skill check when multiple options are listed, the discussion here makes me think that unless there is a negative consequence for failure, each should be allowed. I think that having training in a wide variety of topics should allow a greater chance to recall the essential piece of knowledge you need. While it is true that in real life, we don't separately consult different memory banks for the different types of information we might recall on a topic that ties into different disciplines of knowledge, the game system abstracts memory recall to a random die roll and you should apply that abstraction to each of your areas of knowledge. To those who argue that this amounts to allowing re-rolls until success is achieved, I say that you are creating a straw man - we are talking about a limited number of rolls based on how many skills are listed as applicable, not an infinite number.


Thomas Hutchins wrote:
Spacelard wrote:
Thomas Hutchins wrote:

Yeah, this is also covering things in scenario like.

"To find the tracks it's a DC X survival or X+5 perception."
1) can you try both?
2) can you try repeatedly?
I believe are the questions being asked here.

1) Absolutely. You get one check for each relevant skill.

2) Nope. See above.
I read it as OR is exclusive. You can try survival or perception, but not both. As both are effectively you just looking for tracks, It doesn't make sense that when you look and fail that you can look again and succeed, you already tried looking.

I read OR as inclusive.

Who is right?

That is why input about the intent from "The Others" will resolve this, otherwise we'll just have circular arguments.

3/5

Quentin Coldwater wrote:
Also, this isn't an argument, but the part about taking 20 contradicts itself. The important part is that it states that you can do it as long as there's no penalty for failure. Disable Device, for example, states that if you fail by 5 or more, you trigger the trap. That's definitely a penalty for failure. Every GM I've seen rules that you can't take 20 on Disable Device.

I don't know if anyone has pointed this out, but those GMs are half wrong. Using take 20 on opening a lock is explicitly called out in the take 20 rules section in the CRB:

CRB p. 86 wrote:
Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Later on in the skills it has this general guideline for all skills on retries:

"CRB p. 87 wrote:
Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can’t take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty other than the additional time required.

You have to consult each individual skill 'Try Again' section to determine which skills allow retries, and if there is any special circumstances. For instance, Disable Device has:

CRB p. 95 wrote:

Try Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks

made to open locks.

So you can't take 20 on disabling traps because there is a penalty for failing by 5 or more, but there is no penalty for 5 or more on opening a lock. However, there is a special circumstance to that: I certainly wouldn't allow a take 20 on Disable Device on opening a lock when there is roaming guards unless the player wants to automatically get caught by the guards.

In fact one of the evergreen scenarios has that exact situation where if the PC takes 'longer than a minute fiddling with the lock, the PC must succeed at a DC XX Stealth check to avoid being caught.' I might still allow a take 20 on that, but they'd have to succeed at 2 stealth checks, and the 2nd stealth check would be DC XX+2 for the fact that it will become increasingly likely that someone will come by every minute that passes.

3/5

Spacelard wrote:

I read OR as inclusive.

Who is right?

That is why input about the intent from "The Others" will resolve this, otherwise we'll just have circular arguments.

If OR was contained in vacuum I might read it as inclusive, but it isn't in a vacuum. There are other cases where AND is used instead. AND is very much inclusive. OR is exclusive.

Also from a logic perspective, AND is inclusive, OR is exclusive.

5/5 5/55/55/5

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Gatherer818 wrote:

Unless there is some reason the character cannot use his Perception skill at this point (checking the body triggered a modify memory spell that made him forget what kinds of insects and how many there were, AND one of the other party members has driven them off with a smokestick or a spell so they're no longer there to study; or, say, the character has been attacked by someone wanting to prevent him from studying the body too closely), refusing to allow it makes absolutely no sense. "You can't see because you're a doctor."

....and is metagaming.

Horsefeathers.

His character is starting to be extra suspicious because the DM told his player that something was up. His character has no reason to do that. The character is trying to act on information from the player that the character should not have. Thats metagaming, the kind that qualifies as cheating. (not the acceptable breaks from reality kind of metagaming like NOT killing your party members when you character really would try to kill them or running into a dungeon with a random bag of mixed nuts)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Quentin Coldwater wrote:

Not just the checks at the start of the scenario, but also checks that allow repeated tries. My main issue with that is that it takes all the tension out of a scenario. It devolves from "did I roll well enough to know this?" to "do I have enough ranks to eventually beat the DC?" In that case, the GM might as well just ask "is anyone capable of beating a DC 40?" and handing out the information without rolling. Pathfinder is a game of chance, hence the d20. Eliminating that chance through repeated rerolls isn't intended, I think.

I do sometimes weave the background information into scenarios or tell them outright, because as you said, it heightens the enjoyment of the scenario.

If the writer wants to build tension with a roll, there are several ways to do it;

- Use a skill that can't normally be retried. With a given Knowledge skill, you either know something or don't; you normally don't get a retry. You might get a retry with a different Knowledge skill, representing re-thinking the issue from a different angle. But unless you heavily invested in both of them, the retry has worse odds than your favorite skill.

- Put an external limit on the number of tries. Each time you don't make the Diplomacy check, the listener's patience grows thinner, and the DC goes up. If you don't open the lock and escape within five tries the guard gets you. You can try Survival to pick up the track again, but there's an hour cooldown time in the rules. In that time the enemy gets farther away/has more time to prepare.

Those are entirely fair and plausible ways to keep things interesting.

"It's a DC 30 check to find the needle in the haystack, but the PCs have all the time in the world because the BBEG will just wait in his room" is the writer's fault, not the mechanics.

1/5

B.O.B.Johnson wrote:
Spacelard wrote:

I read OR as inclusive.

Who is right?

That is why input about the intent from "The Others" will resolve this, otherwise we'll just have circular arguments.

If OR was contained in vacuum I might read it as inclusive, but it isn't in a vacuum. There are other cases where AND is used instead. AND is very much inclusive. OR is exclusive.

Also from a logic perspective, AND is inclusive, OR is exclusive.

No, the OR in logic is inclusive.

OR is "If any input is true then the output is true".
AND is "If any input is false then the output is false".

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Would you like coffee or tea?
Would you like coffee or desert?

Whether OR is exclusive or inclusive in English is usually obvious from context. There's no strict rule. Same problem in Dutch and German.

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

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Wei Ji the Learner wrote:

I'm thinking I might try something different the next time the situation comes up if the information has the same table, at least and possibly add circumstance modifiers based on what other skills the character in question has...

Upside: One roll/shot at a given knowledge to prevent a crudtonne of rerolls.

Downside: Roll might be obscenely high or pathetically low, and player may feel robbed despite investing in the skills in question.

EDIT: eg. Skill roll calls for K: History, K: Nobility, or K: Religion. My current thinking is an unspoken +2 for each additional skill they have that could apply to the roll, barring any sort of indication of skill focus or the like.

I've normally seen the OR as allowing only one roll - "Pick your best" - in order to keep things moving, but the discussion of a well-educated character who has invested ranks in many different skills has swayed me to seriously considering Wei Ji's proposal to reward them for that. For example, pick your best but your knowledge in other related areas helps you correlate the information more thoroughly. Knowledge History could be augmented with a +2 per applicable skill if you've also studied geography and nobility, and those are relevant to the skill check. Effectively, you're giving yourself Aid Another bonuses.

This could apply to the "Knowledge Local or Diplomacy (gather information)" rolls. My character likes talking to people, but his preexisting knowledge of local matters can be used to fill in the gaps of what people tell him, mechanically with a +2.


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BigNorseWolf wrote:
Gatherer818 wrote:

Unless there is some reason the character cannot use his Perception skill at this point (checking the body triggered a modify memory spell that made him forget what kinds of insects and how many there were, AND one of the other party members has driven them off with a smokestick or a spell so they're no longer there to study; or, say, the character has been attacked by someone wanting to prevent him from studying the body too closely), refusing to allow it makes absolutely no sense. "You can't see because you're a doctor."

....and is metagaming.

Horsefeathers.

His character is starting to be extra suspicious because the DM told his player that something was up. His character has no reason to do that. The character is trying to act on information from the player that the character should not have. Thats metagaming, the kind that qualifies as cheating. (not the acceptable breaks from reality kind of metagaming like NOT killing your party members when you character really would try to kill them or running into a dungeon with a random bag of mixed nuts)

What information he shouldn't have? If he's capable of inferring those kinds of details from looking at insects or whatever, then he's capable of doing so (and should receive a check to try). If he's not capable of doing so, then why did you offer him a chance to try in the first place?

Honestly.. why DID you offer options in the first place? Rather than saying "you can roll Heal or Perception", just say "do you want to try to determine the time of death?" and let the player come up with what to do. They'll probably try Heal first if they're trained, but if that doesn't work, Knowledge(nature) to see if they can determine anything based on knowledge of the insects eating the corpse would be a creative and awesome attempt. That way there's no "metagaming" (we're clearly not going to agree on that issue) AND the player is engaged with the game, instead of simply being offered options and rolling dice.

Grand Lodge 4/5

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I've always thought it to be one check for each instance, just that some checks have more options for skills to be used. I'm ambivalent to what should be the official stance.

3/5

gatherer818 wrote:

What information he shouldn't have? If he's capable of inferring those kinds of details from looking at insects or whatever, then he's capable of doing so (and should receive a check to try). If he's not capable of doing so, then why did you offer him a chance to try in the first place?

Honestly.. why DID you offer options in the first place? Rather than saying "you can roll Heal or Perception", just say "do you want to try to determine the time of death?" and let the player come up with what to do. They'll probably try Heal first if they're trained, but if that doesn't work, Knowledge(nature) to see if they can determine anything based on knowledge of the insects eating the corpse would be a creative and awesome attempt. That way there's no "metagaming" (we're clearly not going to agree on that issue) AND the player is engaged with the game, instead of simply being offered...

Because the writers of scenarios write the scenarios for the lowest common denominator. If you made every possible skill check instance only allow 1 type of skill, then every PFS table would be 'who's bringing the skill monkey?'. By allowing two or three different possible types skills, the hope is that even if you don't have a skill monkey in the party, at least 1 player might have 1 of the 3 skills listed.

I remember playing one scenario would over half of the checks in the scenario only allowed Knowledge Nature, which no one in the party had so we basically missed out on about half of the available information automatically because we had no idea it was going to be a heavy knowledge nature scenario. If the scenario had done something like say 'the PCs can do a Knowledge (nature) DC 15 or Survival DC 25 to know blah blah blah', we would at least had a chance (maybe not a good chance, but a chance regardless) to get the information.

The skill checks are meant to (in my opinion) allow each player to contribute to out-of-combat success of the scenario by bringing different skill sets.


Pathfinder Starfinder Society Subscriber

If the information revealed by the two skill checks is not identical, you should definitely make them separately. I am less sure what to do if multiple skills lead to the exact same information.

3/5

Lau Bannenberg wrote:
- Put an external limit on the number of tries. Each time you don't make the Diplomacy check, the listener's patience grows thinner, and the DC goes up. If you don't open the lock and escape within five tries the guard gets you. You can try Survival to pick up the track again, but there's an hour cooldown time in the rules. In that time the enemy gets farther away/has more time to prepare.

There is already an external limit on Diplomacy. Most NPCs will shift in the negative direction if you fail the DC by too much - at which point they might not turn 'combat' hostile, but they definitely won't talk to you anymore.

1/5

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gatherer818 wrote:
Honestly.. why DID you offer options in the first place? Rather than saying "you can roll Heal or Perception", just say "do you want to try to determine the time of death?" and let the player come up with what to do.

It's funny, I've often wondered what happened to the days of letting players try and figure it out and I realize that as a GM, I often tell the players what the options are, simply to save time. It would simply take too long to have every player rolling against any and all skills in hopes something might prove useful.

So I 100% agree you can't tell them what applies and then penalize them for telling them.

Grand Lodge 4/5 5/55/5 **

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If, for some reason, two skills are mutually exclusive in a situation, (for example, you cannot both Swim and Fly at the same time) then it is one or the other. However, such situations are usually pretty rare. Most skills, especially those based off mental skills, cross over. So I usually treat it as one check for each skill. It does not make sense to me that if you have a PHD in History and a PHD in Medicine that your odds of knowing something about medical history are no better than someone who only had a PDH in one of those.

1/5

Bill Baldwin wrote:
It does not make sense to me that if you have a PHD in History and a PHD in Medicine that your odds of knowing something about medical history are no better than someone who only had a PDH in one of those.

Several of us in this thread have come to the same conclusion.

1/5

B.O.B.Johnson wrote:


The skill checks are meant to (in my opinion) allow each player to contribute to out-of-combat success of the scenario by bringing different skill sets.

Since the advent of 3.0, I've always viewed playing D&D/Pathfinder as consisting of three parts: 1) Combat; 2) Skill checks; and 3) diceless Roleplay. A good scenarios might typically allow at least two of those facets to succeed in every encounter. A great one might allow all three--but obviously not all with the same probability of success. Consistency in both combat and skill checks are easier to manage in a community setting than roleplay, so most scenarios don't focus on roleplay as a specific option. Plus, if everyone was like me, the roleplay would be painful for everyone at the table.

Why and how to use skill checks is an interesting topic. The use of skill checks is clearly part of the art form that is Pathfinder as inherited from D&D. I imagine that if you asked PFS scenario authors from every season to give a lecture on how/when to use skill checks, the answers would be as varied as the opinions in this thread.

I suspect that PFS editors might have a hand in the what/how/when of skill checks for each published scenarios. This probably adds a lot more consistency to the use and nature of skill checks than we might otherwise be getting from the various authors. Clearly PFS has made scenarios that might focus more on skills vs combat and vice versa.

In any event, I'd love to here John Compton talk about PFS' philosophy on the use of skill checks in the typical scenario.

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