What my players hear depends entirely on how well they roll. Nat 20? What do you know, the orcs just happen to be going over their plans. Nat 1? The orcs hear you. A passing roll, but just barely? You overhear one of them fart and 2 others laughing hysterically.
This is a situation with an element of luck and you’re literally using luck to determine if they even succeed; why not incorporate the numbers in the roll to reflect the random nature of the game world’s reality?
Nah, makes sense. I’ve got autism and I’m horrible at listening. If someone mumbles, or there’s background noise, or they’re far away, I have less ability to compensate than an NT. I have more difficulty holding a conversation in a club than anyone I’ve spoken to in a club.
What my players hear depends entirely on how well they roll. Nat 20? What do you know, the orcs just happen to be going over their plans. Nat 1? The orcs hear you. A passing roll, but just barely? You overhear one of them fart and 2 others laughing hysterically.
This is a situation with an element of luck and you’re literally using luck to determine if they even succeed; why not incorporate the numbers in the roll to reflect the random nature of the game world’s reality?
Fail but barely? You hear one of them say he needs to use the chamber pot and head towards the door.
Maybe for natural dice. A modified score is luck+skill.
It is strange that listening is a skill. But that skill isn’t going to affect what you hear; only if you can hear something.
Nah, makes sense. I’ve got autism and I’m horrible at listening. If someone mumbles, or there’s background noise, or they’re far away, I have less ability to compensate than an NT. I have more difficulty holding a conversation in a club than anyone I’ve spoken to in a club.