nedjer
Adventurer
I'm not adverse to players auto succeeding because of training, but I think it needs to be active. Passive stuff annoys me because it is silly, there is no outside force setting the DCs, I set them, so I'm dictating whether the PC passes or fails. Pointless.
Different perspectives

From a technical perspective it's great design, as play is being made more authentic without paying a heavy overhead in terms of keeping track of what's going on.
However, beyond that I'm left asking what effects extending simulation through mechanics is likely to have on gameplay. This seems, to me, to be all about where you place the mechanics cart in relation to the players' horse.
For me the lifeblood of play is the negotiation, interplay and layering of narratives, which clearly places the GM and players' horse in front of the mechanics cart.
This approach could be interpreted as the GM dictating whether or not a PC lives. Or it could be seen as placing negotiated player choice and engagement ahead of rough and ready simulation?
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