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the "Neverwinter Nights problem" - because in the computer game version of that, PCs automatically took 20 on any lock pick check that wasn't made in combat. The result was that when you were designing an adventure level, because you knew exactly what the PC was going to get, you knew in advance that the PC would unquestionably open the door or would unquestionably not do so, which made the whole idea of putting the skill test in there pointless - just use an unlocked door or a wall.)
Which is why as a GM you have to set challenges based on players abilities and critical thinking skills outside of a simple dice roll. Say i'm designing a run where a non-critical objective is behind a secure door. Knowing the infiltration specialists DP, and tweaking the lock's DR, I can make whats behind the door unreachable or pretty much an assured success. If it's unreachable, why bother? If it's assured success, why do you need a door?
So as I GM, i'll try to combine a myriad of circumstances to require teamwork and for the players to use problem solving skills to bypass. The door is guarded by a spirit with spider overwatch. It's assumed that the infiltration specialist character can sneak down the hall, avoid the cameras, and open the door, but what about the spirit? What about the spider getting a warning the door was opened and locking the building/hallway down (queue sleep gas!). And now comes the security response team.
If they planned well, maybe the hacker logs an security/admin account to the building's node prior to the actual run. Hell maybe because of the hacker they even know that's a door they might want to attempt entry or pass up entirely when completing the main objective. Even if they don't plan, the ninja gets a surprise when he opens the door, and the team has to back him up. Mage dealing with the spirit, hacker to wrest control from the spider, and the sam to hold off the response team.
If they plan it out better, maybe no alarm sounds, the spirit is influenced or tricked by aura tampering, and the ninja does his thing. But regardless, the dice still give it enough variables that nothing is assured either way (there is no taking 20 in shadowrun, and if it's assured success, let them buy hits and skip the dice rolling). In the end, they either had a plan or didn't, everyone had a role to play, and they'll begin to expect the unexpected as a possibility (aka paranoia).
You appear to suggest lowering the bar rather than raising it. If he has sufficient lockpick skills "then why bother with locks" mentality. I'm sorry Hyphz but either you're being overly cynical, trying to poke holes in the advice you're given for some reason, or just aren't grasping why what you're saying is an arguement against just throwing dice around rather than for it.
You seem to me unwilling to tweak things on the fly or challenge your players to either deal with unique circumstances or enforce RP justifications/consequences. Neverwinter Nights is just what the books alone are, a system of numerical representations to measure skill and success. Without the GM, the backdrop setting, character motiviations/personalities, and basic roleplaying, there really isn't a point to it at all.
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So then you have to wing what happens if it's noticed, what attack software or IC they might have installed, if they have any ally who could spider for them, etc.. If you don't know what happens if it's noticed, there's no real consequence for failure except delay.
Yea man! Thats why it requires a GM and makes it superior to a computer script. And I wholly agree that without the consequences of being discovered (risk and reward) there isn't much point in any of it. If Zod never risks death, and kills everything in one IP, why bother with combat encounters.
Now i'm assuming a lot, because I obviously don't know you or what your thought processes are. But if the above is true, then it's really no surprise why you don't seem to be having fun.
Maybe we could offer more sound advice if you defined your questions/concerns clearly.
But I'd like to honestly ask you a few things,
Are you having fun?
Are you just playing devil's advocate with the advice each time?
Do you feel the system specifically or RPG's in general are a waste of your time?
Is this an excercise to improve or are you just venting/trolling?