I call for skill checks all the time. My games are often very weighted in the political drama spectrum, so my players like to make sure they have the information to act, the allies to back them, and the court to support them. This means, knowledge rolls, charisma rolls, subterfuge rolls, manipulation rolls, spending blood to make ghouls, keep ghouls, and spending time on deals and maneuvering pieces.
Sometimes a session will have no rolls and sometimes a session will have 10 rolls back-to-back. I think just saying, "well I don't have an issue with this," isn't exactly a shining recommendation of a mechanic. Especially when said risk mechanic isn't fun to deal with. And yes, I get it the idea being it to add tension and a wrench into the works and makes the resource management aspect of blood something the player does constantly. (Players are going to keep hunger dice to a minimum at all times if available.)
As Ragged Robin stated, you can either roll infrequently so that the mechanic becomes closer to its intended goal to add risk to rolls for drama or as Heavy Arms stated, roll frequently and have 1-2 messy critical a session and the mechanic becomes an albatross.
Sometimes a session will have no rolls and sometimes a session will have 10 rolls back-to-back. I think just saying, "well I don't have an issue with this," isn't exactly a shining recommendation of a mechanic. Especially when said risk mechanic isn't fun to deal with. And yes, I get it the idea being it to add tension and a wrench into the works and makes the resource management aspect of blood something the player does constantly. (Players are going to keep hunger dice to a minimum at all times if available.)
As Ragged Robin stated, you can either roll infrequently so that the mechanic becomes closer to its intended goal to add risk to rolls for drama or as Heavy Arms stated, roll frequently and have 1-2 messy critical a session and the mechanic becomes an albatross.
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