Faolyn
(she/her)
I have also downloaded the free rules and had a look through them. Which is why I've been confused as to your interpretation of them. (Also, the free rules don't actually have all the rules--there's nothing in them about the duel of wits, for instance.)Correct.
As the rules state quite clearly, the GM says "yes" when nothing is at stake. When a player's PC has the Belief I will bring Joachim's blood to my master, and when that PC is faced with the prospect of Joachim's blood flowing away across the floor, and therefore declares "I look for a vessel to catch the blood", there is something at stake. To make it crystal clear - what is at stake is whether the blood can be caught. So the dice have to be rolled.
Yes, I believe you. This is why I also keep saying that, to me, it seems that you are not understanding how scene framing and action resolution work in Burning Wheel. Because if you did, you would recognise how the example that I've provided illustrates the rules for scene-framing found on p 11, for when the dice must be rolled found on pp 11 and 72, for how to establish intent and task found on pp 24-25, and for what follows from success found on pp 30 and 32.
Well, I know basically three broad categories of rules to govern when the dice need to be rolled.
One is "if you do it, you do it". Apocalypse World uses this. I also think this is the best way of playing Classic Traveller; although the rulebooks from 1977 aren't completely clear on the issue, they tend to incline this way. This is also the standard way of resolving D&D combat.
Another is "say 'yes' if nothing is at stake, or otherwise roll the dice". BW uses this. So does Dogs in the Vineyard (which is where BW gets it from). Prince Valiant is not quite as clear, but I think this generally works best for Prince Valiant also. Marvel Heroic RP, and 4e D&D outside of combat, are not completely clear but also I think work best this way. Different games may use different heuristics to work out when something is at stake. I've explained the BW one in a fair bit of detail in multiple posts in this thread.
A third is the GM decides when a roll is called for. Again, there can be different heuristics for making that decision. Most of classic D&D non-combat works like this - Moldvay Basic sets out some good heuristics for this in ch 8 of the rulebook. 5e D&D also works like this, but I'm not sure if the heuristics are as clear as the Moldvay Basic ones.
I don't think your claim about "most" RPGs is empirically grounded, unless you are relying on the fact that most actual events of playing a RPG use some non-4e version of D&D.
As I believe I posted already, Jobe and Tru-leigh were at their accommodations (from memory, a tavern or similar establishment) and had drugged the assassin Halika. They then travelled through the catacombs beneath the city to Jabal's tower. But they got lost on the way, meaning that Halika awakened from her stupor, and - realising what had happened - set off at speed to the tower, to get there before Jobe and Tru-leigh could take Joachim. And she did, thus finding herself able to decapitate Joachim.
Jobe and Tru-leigh had left their accommodations to sneak into Jabal's tower. They were not decked out for a camping trip. I don't recall what either was carrying, other than their clothes, and in Tru-leigh's case probably his snakes.
From pp 17 and 21-22 of Hub and Spokes:
Let’s take a look at what comprises a character in this system: He has stats, attributes and skills; Beliefs, Instincts and traits; Resources, relationships, reputations, affiliations and Circles; and of course, he’s got his gear and stuff that he totes around with him.All of these elements affect how the character is played, and thus how the game is shaped by the character’s actions. . . .No fantasy roleplaying game would be complete without stuff: Swords, armor, books, spells, clothes, shoes, lanterns, etc. All of the bits and pieces to make you feel right. In this game, gear augments an ability or reduces (or increases) a penalty. Swords augment your Power stat when your character is trying to kill someone. Lanterns reduce penalties for Perception tests in darkness. Clothes keep those social skill test obstacles down.Gear is initially acquired in character burning. In play, gear is purchased via a Resources test or even just granted by the GM during appropriate scenes: a knight is granted a new sword and suit of armor by his liege, or a magic helmet is found in the burial mound of a long-dead god, for example.Mostly though, gear is window dressing that adds detail to your world.
I guess I have assumes that posters who are as curious as you appear to be about a RPG will have downloaded the free rules and had a look through them.
"You have to do this." "The GM can't do that." "The game says this." "The game doesn't allow for that." All these things you're saying have been contradicted by the actual rules. There's nothing at stake when it comes to finding a cup except that you, the GM (or whoever was GMing that day) decided there was, because of Reasons that wouldn't fly in any other game. There's nothing that says that a player must roll to see if they've got the guts to kill someone, except that the GM decided they should in order to further their own character's desires.
I'm just going to say this: You are not good at providing information. You have a game where one player "puts on a GM hat" and decides that another player must make a Steel check. I ask if this is a thing any player can do; I ask if this is a GMPC; I ask what a GM can actually do in this game; I ask a dozen questions about this. You talk around the subject, quote rules that don't actually have anything to do with anything, nitpick character names I've forgotten, talk about Gygax-era AD&D, or do anything else in your power to avoid actually explaining what was going on, rules-wise, in plain language. It took nearly two weeks for you to finally explain that this example was from an unusual two-player game where both players were also acting as GMs, but that's not how BW normally works.
You have a game where two players had an intimate, weighty discussion about mending armor which somehow makes BW better than D&D. I ask tons of questions about it. Do they actually RP their discussion, or simply roll the dice, or what? Again, you refuse to answer. I literally post my question four times, asking how either RPing the discussion or simply rolling the dice makes it better than D&D, and each time you carefully snipped it out of your reply to me.
You have a game where a character has to get blood to a naga. I ask tons of questions about this. So does @Lanefan. Again, it took days and probably scores of posts before someone else (@Old Fezziwig) said that equipment on your sheet gives you a bonus to rolls or makes rolls easier. But here, in this very post, all you're doing is quoting rules about how to acquire stuff, which is completely irrelevant.
Nearly every single time I have asked you a question, you have refused to provide a clear answer, even though doing so would have saved days of aggravation.