From 672342d5eb983c9404cc554154228efa9c9d3bb5 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Tue, 27 Feb 2024 01:33:47 +0100
Subject: [PATCH] clarify roll before role system

---
 systems.tex | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/systems.tex b/systems.tex
index 34f0488c..d71f2d4e 100644
--- a/systems.tex
+++ b/systems.tex
@@ -477,7 +477,8 @@ It's also hard playing a non-social character.
 You have been lumped with a character with a Charisma Penalty of -4 and by all the gods you intend to roleplay it, so it's time to ask the town \gls{warden} which lady he stole his robe from and then wipe your mouth with the tablecloth.
 But the other players are not impressed; all they can see is someone intentionally ruining the encounter rather than the fun-loving, amazing improviser that you are.
 
-Consider the following solution: tell the players that if they wish to speak, they must roll \roll{Charisma}{Empathy} or \roll{Wits}{Whatever}, then set the \gls{tn} for the encounter.
+Consider the following solution: when players want their character to speak, \gls{gm} tells them to roll \roll{Charisma}{Empathy} or \roll{Wits}{Whatever}, then sets the \gls{tn} for the encounter.
+The dice determine the results, but the player \emph{interprets} the dice.
 
 \subsubsection{Interpretation over Performance}
 
-- 
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