Oddly enough, any object with any impact also takes some effort to lift.![]()
One of the most valuable, but most basic inventions humans have ever come up with is... the lever. The thing that allows you to lift much more, with less effort.
Oddly enough, any object with any impact also takes some effort to lift.![]()
One of the most valuable, but most basic inventions humans have ever come up with is... the lever. The thing that allows you to lift much more, with less effort.
No, but they are great virtues, indeed.Flexibility is a virtue. Its not the only virtue. Nor is simplicity.
5E does have such a framework, that's the whole point of Bounded Accuracy. In practice, it is extremely effective.Honestly, I don't think it makes any difference; without a halfway detailed framework to at least let the player know where he can expect to be able to do something or not, its still wrestling with jello. At the very minimum there needs to be a halfway extensive set of benchmarking numbers, and I suspect that's going to violate some people's desire to never look anything up.
The elegance and straightforwardness of the 5E action resolution system seems like exactly such a lever.But it doesn't do it by having you lift less; it just does it by letting you do the same more efficiently.
I'd argue the equivalent of that is options that are mechanically present but built to a more common metric so that they're easier to remember. But that doesn't allow you to do exception based design, and that's been a standard of D&D and its kin since 1974.
The elegance and straightforwardness of the 5E action resolution system seems like exactly such a lever.
Can you give particular examples of what is not doable with a flexible system in your experience?I'm glad it does for you. It doesn't to me.
If one option is actively contributing to the game by setting up an interesting scene and inviting more risk, and the other is the opposite of contributing to the game as it reduces the amount of exciting naughty word that can happen on screen and leaving the game master as the only person who actually does something... Well, there is a correct answer.There's no correct answer to "what does a player want out of a scene?", except their answer. Whatever it is.
But if it‘s just a question of shooting the guy running or fist-fighting it out, as in your example, that just kicks that point one step down the road. At some point, the action scene needs to be resolved. Might as well do it with the gun as anything else, then the story can move on no matter who contributes the next impetus.If one option is actively contributing to the game by setting up an interesting scene and inviting more risk, and the other is the opposite of contributing to the game as it reduces the amount of exciting naughty word that can happen on screen and leaving the game master as the only person who actually does something... Well, there is a correct answer.