overgeeked
Open-World Sandbox
Depends entirely on the source you read. They are a simple system to implement that barely takes any explanation.It doesn't help that clocks are also quite poorly described in their source material.
Depends entirely on the source you read. They are a simple system to implement that barely takes any explanation.It doesn't help that clocks are also quite poorly described in their source material.
Does something take multiple successful checks to accomplish? That’s a clock. Draw a number of boxes equal to how many successful checks are required to overcome the obstacle. Mark one box for every successful check and two boxes on a crit. When the boxes are all checked, the obstacle is overcome.Thats my biggest gripe with them. I start to use them, but I think I still have to fully grasp them.
I really don’t see what you’re asking. Why are clocks connected to a sense of discovery?ops, completely overread these two words. Yeah, clocks are definitely better, but I don't get how they would help with a sense of discovery for the players.
Mileage varies, obviously. What you just described sounds much more like Magic or a board game's rules than an RPG to me. RPGs are necessarily "push your luck dice games with improv" because they are inherently far more open ended than other kinds of games.TTRPGs should not be push your luck dice games with improv prompts. Skills and player abilities should do things, those things should have obvious impacts on situations, and leveraging those abilities to overcome situations should be the core gameplay loop. The impact of my action should never be interchangeable with a different action.
Yeah, this is the thing in these games that always gets my hackles up. Magic is a particularly bad example, but yes, they should be more like other kinds of games, and there's nothing "necessary" about the latter point.Mileage varies, obviously. What you just described sounds much more like Magic or a board game's rules than an RPG to me. RPGs are necessarily "push your luck dice games with improv" because they are inherently far more open ended than other kinds of games.
See to me that feels too codified to have universal rules for. I'd rather just figure it out on my own during prep, as much as possible, and improv the rest based on what the PCs do. There are too many things PCs can try to just decide ahead of time how many successes they need.Does something take multiple successful checks to accomplish? That’s a clock. Draw a number of boxes equal to how many successful checks are required to overcome the obstacle. Mark one box for every successful check and two boxes on a crit. When the boxes are all checked, the obstacle is overcome.
I really don’t see what you’re asking. Why are clocks connected to a sense of discovery?
RPGs shouldn't be their own kind of game? That's a hot take.Yeah, this is the thing in these games that always gets my hackles up. Magic is a particularly bad example, but yes, they should be more like other kinds of games, and there's nothing "necessary" about the latter point.
That's a bit much, but I don't think TTRPGs are really that exceptional, or that they're fundamentally that different as design projects.RPGs shouldn't be their own kind of game? That's a hot take.
I fundamentally disagree. They are a very specific kind of game, and should not be subject to the design parameters of other kinds of games. Specifically, while they have rules of variable specifity about action in play, they have something distinct: the GM (or referee or Storyteller or whatever). One of the participants is specifically charged with adjudicating play outside of prescribed situations. That's new and different and inherent in the very definition of RPG because the game that literally defined the genre included it.That's a bit much, but I don't think TTRPGs are really that exceptional, or that they're fundamentally that different as design projects.
The symbols enclosed in parentheses were footnotes that expanded on the final sentence, which I do not believe are pertinent enough to include here.A game whose ruleset is partially unbounded due to some combination of (1) the fictional personas are not limited to the gameplay moves outlined in the rules, (2) the rules by definition include gameplay moves that intend to allow an effectively unlimited activity set, (3) the rules grant explicit or implicit permission to players to add to the ruleset. Restrictions on permissible declarations will follow from the implicit or explicit restrictions of the fiction (†), from the rules (††), or from the expectations of other players (†††).
One of OP points was "discovery" and skill challenges were put as an answer to that. I don't understand how skill challenges or clocks are helping with building a sense for discovery, thats why I asked.I really don’t see what you’re asking. Why are clocks connected to a sense of discovery?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.