FrogReaver
The most respectful and polite poster ever
I would leave off the 'at random'.This is what was given as a game example:
1.Player wants somethingat random.
2.Player makes 'circle check' (or whatever game rule)
3.GM does whatever the player wants
There's a few key differences here.1. "I attack the orc!"
2. "I hit AC21 and my longsword does 9 damage."
3. The DM subtracts 9 from the orc's hit points.
1. The player didn't declare 'I hit the Orc'. He declared 'I attack the Orc'. The player in his own word choices exhibits a clear understanding that he doesn't declare whether he hits the orc regardless of his desire. Instead he invokes 'attack' - a mechanic that specifically gives him a chance of hitting the orc.
2. The player really desires to have rolled for max damage, or better yet that his blow kill the Orc. In D&D the player isn't declaring declaring any thing he wants. In D&D the player declaring 'attack' is invoking a mechanic to get a specific and defined mechanical effect he desires. Circles is a defined mechanic - but it's not specific - the player can invoke the circles mechanic for just about anything so long as a very low plausibility bar is cleared.
3. The d&d ‘attack’ incorporates the plausibility of your PC hitting into its framework (attacks vs AC). The circles mechanic does not factor plausibility into its resolution framework at all as far as I can tell?
I agree plausibility is technically required for circles - but in many of the examples I see for Circles - plausibility is such a minimum constraint that it might as well be non-existent.A player does not just make a Circles check to get X to happen. They must declare a credible action that could possibly result in say finding their brother in the city based on established fiction about their brother and the city.
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