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<blockquote data-quote="77IM" data-source="post: 7507250" data-attributes="member: 12377"><p>Yes! For years I have been searching for a game that <em><strong>quantifies consequences</strong></em>.</p><p></p><p>Many games spend a lot of effort quantifying <em>chances</em> -- bonuses and penalties to your die roll -- which, granted, can be very important to your immediate, short-term decision-making. And most games have really well-quantified consequences regarding damage and combat effects, and hit points and death. But so many (including <em>D&D</em> 5e) completely just hand-wave other sorts of changes to the world, like persuading someone or discovering something. For example, convincing someone to give you the time of day is much less consequential than persuading your arch-enemy to join your side. Or, crafting a new pair of shoes that just looks cool is of much less consequence than successfully researching the BBEG's one weakness. Using <em>disguise self</em> to solve an encounter is much less consequence than using <em>disguise self</em> to solve an entire adventure.</p><p></p><p>Here are some games that make a good effort to quantify consequences:</p><ul> <li data-xf-list-type="ul"><em>Blades in the Dark</em> provides an excellent framework with its emphasis on numeric "effect" and its use of progress clocks. Progress clocks are kind of like HP, but for anything you wish to do; and effect is kind of like damage, but for anything. However, <em>BitD</em> doesn't provide concrete guidance as to how big to make a progress clock or what kinds of actions should have what sort of effect; everything is relative and it's up to the GM and players to work it out.</li> <li data-xf-list-type="ul">A great little game called <a href="https://img.4plebs.org/boards/tg/image/1418/65/1418658840108.pdf" target="_blank"><em>Jovian Despair</em></a> has excellent failure-based mechanics in which your degree of failure determines whether you suffer a minor setback or a TPK. I'd love to see something similar for success.</li> <li data-xf-list-type="ul">FATE's use of aspects and the "FATE fractal" (in which any game element can be given stats and interacted with as a character) could be considered a way of quantifying consequences.</li> </ul><p></p><p>Anyway, once you can quantify the consequences of any action, then it becomes easier to look at non-combat actions in terms of their expected consequences.</p></blockquote><p></p>
[QUOTE="77IM, post: 7507250, member: 12377"] Yes! For years I have been searching for a game that [I][B]quantifies consequences[/B][/I]. Many games spend a lot of effort quantifying [I]chances[/I] -- bonuses and penalties to your die roll -- which, granted, can be very important to your immediate, short-term decision-making. And most games have really well-quantified consequences regarding damage and combat effects, and hit points and death. But so many (including [I]D&D[/I] 5e) completely just hand-wave other sorts of changes to the world, like persuading someone or discovering something. For example, convincing someone to give you the time of day is much less consequential than persuading your arch-enemy to join your side. Or, crafting a new pair of shoes that just looks cool is of much less consequence than successfully researching the BBEG's one weakness. Using [I]disguise self[/I] to solve an encounter is much less consequence than using [I]disguise self[/I] to solve an entire adventure. Here are some games that make a good effort to quantify consequences: [list][*][I]Blades in the Dark[/I] provides an excellent framework with its emphasis on numeric "effect" and its use of progress clocks. Progress clocks are kind of like HP, but for anything you wish to do; and effect is kind of like damage, but for anything. However, [I]BitD[/I] doesn't provide concrete guidance as to how big to make a progress clock or what kinds of actions should have what sort of effect; everything is relative and it's up to the GM and players to work it out. [*]A great little game called [URL="https://img.4plebs.org/boards/tg/image/1418/65/1418658840108.pdf"][I]Jovian Despair[/I][/URL] has excellent failure-based mechanics in which your degree of failure determines whether you suffer a minor setback or a TPK. I'd love to see something similar for success. [*]FATE's use of aspects and the "FATE fractal" (in which any game element can be given stats and interacted with as a character) could be considered a way of quantifying consequences.[/list] Anyway, once you can quantify the consequences of any action, then it becomes easier to look at non-combat actions in terms of their expected consequences. [/QUOTE]
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