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<blockquote data-quote="5ekyu" data-source="post: 7499413" data-attributes="member: 6919838"><p>Well, ok, i was only giving the mechanical side of the process so maybe that was a bit of the conbfusion if there really was confusion.</p><p></p><p>a round is a defined game term and covers basically the period of time from one characters turn to their next. used as short hand - i used it to define a non-immediate task. </p><p></p><p>Each roll is - like all skill check rolls - the resolution of a set of actions towards a task/objective.</p><p></p><p>One roll might represent a craftsman spending 2 days on an art piece that was expected to take a week.</p><p>One roll might represent a character doing research at the library on the ruins they spotted on the way into town. Another subsequent roll might be that character or another asking questions of the local priest because we spotted a temple in the ruins or because the library info mentioned temples. </p><p></p><p>etc etc etc.</p><p></p><p>the goal of the process is *for uncertain outcome tasks that fit the bill* to enable more than one die more than one proficiency more than one character resolutions that each spawn other options/opportunities for RP and gameplay during the resolution itself. </p><p></p><p>In play it has led to the combo of gameplay and roleplay working together much better than and producing more interesting results than a single die roll resolution for these tasks/checks had (and than gm fiat auto-deliver had.)</p><p></p><p>may not be for all.</p><p></p><p>but it has worked for us. </p><p></p><p>Why three? As in why not five or seven or varying by task?</p><p></p><p>1 - matches up well with the existing death save mechanic they are already familiar with. i like consistency.</p><p>2 - i see no benefit to making each task have different custom numbers of resolution checks - the race to three yields 3-5 checks - enough to get resolution simple enough and to allow a good numbers of swerves and change-ups and leave the crits as meaningful.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7499413, member: 6919838"] Well, ok, i was only giving the mechanical side of the process so maybe that was a bit of the conbfusion if there really was confusion. a round is a defined game term and covers basically the period of time from one characters turn to their next. used as short hand - i used it to define a non-immediate task. Each roll is - like all skill check rolls - the resolution of a set of actions towards a task/objective. One roll might represent a craftsman spending 2 days on an art piece that was expected to take a week. One roll might represent a character doing research at the library on the ruins they spotted on the way into town. Another subsequent roll might be that character or another asking questions of the local priest because we spotted a temple in the ruins or because the library info mentioned temples. etc etc etc. the goal of the process is *for uncertain outcome tasks that fit the bill* to enable more than one die more than one proficiency more than one character resolutions that each spawn other options/opportunities for RP and gameplay during the resolution itself. In play it has led to the combo of gameplay and roleplay working together much better than and producing more interesting results than a single die roll resolution for these tasks/checks had (and than gm fiat auto-deliver had.) may not be for all. but it has worked for us. Why three? As in why not five or seven or varying by task? 1 - matches up well with the existing death save mechanic they are already familiar with. i like consistency. 2 - i see no benefit to making each task have different custom numbers of resolution checks - the race to three yields 3-5 checks - enough to get resolution simple enough and to allow a good numbers of swerves and change-ups and leave the crits as meaningful. [/QUOTE]
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