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Bluff attack!

- At egscomics 

Commentary

- "...But is unable to read them."

In a universe in which Ellen had Nanase roll for persuasion, she would have rolled a three, and the villain would have been completely not fooled.

Fortunately, Ellen didn't feel it was necessary to make Nanase roll for "yell a thing the villain would reasonably NEED to act on in some way," so Nanase was saved from rolling a three.

(Don't think too hard about the logic of me saying she definitely would have rolled a three, for there is none there)

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Comments

David Fenger

Well played, Nanase. Sometimes when the players are in the groove, you don't want silly things like rolls getting in the way.

James C

Rolls are for when the DM wants the players to have a *chance* to fail. If they want them to succeed — or, more importantly, if something is supposed to be completely impossible for the players — then there is no roll needed. The DM decides if a roll is needed or not.

KC

God, I must have some kind of brain rot, because the first thing it did when I read "Not so fast," was to immediately add "criminal scum!" to the end

Anonymous

The handbook for the FATE system suggests that you only have the players roll the dice if both success and failure have the potential to be interesting. If failure isn't interesting (e.g. the last chance to spot an essential plot hook) then you simply say that the players succeed. If success isn't interesting (e.g. the players come up with a cunning plan to defeat the supposedly unbeatable villain in what's essentially the opening cutscene), then you award FATE points, and work with the players to come up with an interesting and in-character reason why they fail.