I'm confused, are you suggesting that players shouldn't have to express what they want to do?
No. I'm wondering whether this new system will make as big a difference to action resolution practices as is being suggested.
Many people feel that as long as your ability to drive a session can be done using purely mechanical terms, the game loses a lot of its narrative ability, and player buy-in of the story. I believe Pemerton's point is that there's little qualitiative difference between "I use diplomacy" and "I make a Charisma check," at least in terms of making the game play experience radically different.
Correct.
I think there is a subtle difference between "I use Intimidate" and "I make a Charisma check". Most of the skills are presented as actual verbs - they sound like actions. "Intimidate" sounds like an action; "Charisma" does not.
It's a subtle difference, but I feel it can tie into how a player sees and interacts with the rules structure. I'm not saying it magically overrides a particular group's playstyle; just that it has a net average little nudge towards descriptions rather than skill names.
But - and here's the kicker. None of that matters; it won't come up, because players can't declare when ability checks are needed. This ties in to the other clever part - not every action needs a check: some of it you can do automatically with a good ability score, and therefore the player himself doesn't know whether a check is required unless the DM tells him so.
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the player is no position to determine whether or not an ability check is required, so can't declare he's making one. All he can do is describe his action and wait for the DM to either tell him what happens or ask for an ability check.
This relates back to something I wondered about on the first page in response to Lanefan - is the player allowed takebacks once the GM explains what sort of check is required?
There are dimensions here both of verisimilitude/role "inhabitation" - a player can legitimately claim that his/her PC would have some sort of understanding of the situation and his/her ability to deal with it - and also of gameplay fairness - the player of a cleric may start down a course of action hoping to exploit high WIS, and feel a bit shafted when the GM adjudicates it as an INT situation instead.
I would expect many groups to drift this approach to something like: "If I do that, will it be an INT or WIS check?", and look for confirmation from the GM before locking in.
D&D play, in particular, comes with a lot of baggage for people
I think this is very true. Although that baggage is different from group to group.
TI don't think anyone is saying it's a magic enchamntment which changes the words players say. It's just a little extra thing which will help tend to encourage action descriptions. It may not work on everyone; it may not be necessary for everyone. But it'll certainly help some.
My feeling is that there are two things missing from what Rule of 3 describes (which is not to say that they are necessarily missing from the new rules):
* guidelines to the GM on how action resolution is to depend on what (in the fiction) the PC is trying to do;
* a wider distribution of stakes for action, so that players have some sort of reason not always to regret missing out on rolling their best stat.
Burning Wheel provides one example of an approach to action resolution system which is similar to what is described (player explains PC's action, GM stipulates what has to be rolled, player then rolls). But it is clear on these two further points:
* a player must declare both task (what the PC is doing) and intent (what s/he is hoping to achieve) - the GM's stipulation of what sort of check is made focuses on task, but the GM's adjudication of consequences for success/faiure is based on intent, and so until both are on the table, action resolution can't proceed;
* there are very elaborate guidelines for the GM's adjudication of failed checks (and the way that failure is to focus more on intent than on task) which help ensure that the consequences, for the players, of failing checks are not as severe as they often are in D&D (where the stakes are very often life vs death), and there are also PC advancement rules which make hopeless or near-hopeless checks a necessary element of advancement.
I don't think that D&Dnext will do very much to change the stakes of D&D, but at least on the first point, it would be good if extra steps are taken to change not just the nature of checks, but the way that fictional positioning feeds directly into GM adjudication.