What Do You Think Of As "Modern TTRPG Mechanics"?

Yes, but he said more important than the DM, not as important. We've been arguing that player fun and DM fun are equal, but some folks here think player fun is more important and that the DM should sacrifice his fun on the Altar of Players.

We should remember that these positions get spoken of in abstract terms, and that's a problem.

As in, the GM giving something up is not some known quantity of fun. So, we treat it as if it is either inconsequential, or is Ruining the Entire Game, and our conversations don't have a way to maintain context for anything in-between.

And that's how we get to this Sacrificial Altar language that admits no softening.
 

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What @Umbran said above in post 950 is pretty much the point I was attempting to make.

I don't want to expend much mental energy getting to the point where we've determined if a character's actions and intent have succeeded or failed. I want to devote my energy to painting the picture of what has changed because of that success or failure.

Basically, I don't want to waste time determining if the PC jumps the ravine. I want to use my imagination telling you what's past the ravine (if you succeed) or what's in the ravine (if you fail).
Still trying to understand this exactly, so I'm going to use D&D ability check mechanics for this. With 5e the DM first decides if the attempt automatically fails or automatically succeeds. That's what I was imaging when you said you don't want to be the one determining success or failure. If the outcome is in doubt, though, the DM sets a DC and the players rolls and the system decides success or failure. That's what I was imagining you wanted.

Is that correct, or do you want to avoid having to set the DC as well?
 


Are we sure?

TSR's Marvel Super Heroes (aka "FASERIP") used a meta-currency called "Karma", and it was published in 1984. Shadowrun's "Karma Pool" mechanic came out in 1989.

In a 50-year history, something that started in the first ten years doesn't seem terribly "modern".
That's why earlier in the thread I said that I really don't view anything as modern. Most or all of those mechanics from the early days are still in regular use in games being produced. We've added some other stuff to the mix, but it's all or pretty much all still modern.
 

Does Obi-Wan ever say, "Use your Force Points, Luke" ?

Force points don't exist in the setting itself. Indeed, the Force is explicitly described as something outside of the practitioner, rather than banked within them, that they could run out of. Nowhere in the fiction do they describe the acquisition or spending of Force Points.

In the game, people who were not Force sensitive, and could not use the Force, still had Force Points, and could spend one to double the number of dice they were rolling - a purely metagame mechanic.
If force points are a meta-currency because they don't say force points in the setting, then hit points also fall into that category and have been around a lot longer.
 


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