I was joking.So the rules can make people roleplay characters instead of doing the best thing for the player by forcing them to act? How can they force people to act?
I was joking.So the rules can make people roleplay characters instead of doing the best thing for the player by forcing them to act? How can they force people to act?
Micah liked your post, so I thought it might actually mean something that I was missing.I was joking.
It was a very vague reference to an old Saturday Night Live sketch, not a shot at anyone.Micah liked your post, so I thought it might actually mean something that I was missing.![]()
It is wilful by the player that that agency be limited. In the same way one can choose to fail a saving throw or be persuaded.But that is taking away agency!
Not a D&D thread, first of all. These ideas can be applied to many games, including a D&D derivative. You already won the, "the rules don't say that" argument regarding D&D.You keep saying that like it means something to the D&D rules. The D&D rules have never been about forcing people to remain true to their character, or even have character. What you are describing are table choices, not rules issues.
And you still haven't answered the question about how changing the rules is going to force players to do what you want them to do, rather than play the game how they like.
No, I'm not forcing you to do anything. That's what you want, right?It absolutely is forcing the PC to feel certain ways. Let's take intimidation. If you succeed at an intimidation roll against my PC and I say he isn't intimidated, but you still enforce a -2 penalty against the intimidatory, you are forcing my character to feel intimidated and/or afraid. Otherwise there could be no penalty for being intimidated. That's what intimidated means.
These too are nice ideas for the use of social skills by NPCs! Like I have been saying this space is very unexplored in D&D.I don't think there should be a "penalty for acting in a way", but I do agree with "mechanics that reinforce the fall of the die."
So, Orc Warlord example with Intimidate, ideally the mechanical result shouldn't be based around the assumed "correct" PC reaction to the Intimidate roll, but on the warlord's success at it. Maybe it just alters the trajectory of the conversation: if the PCs don't act sufficiently obsequious he becomes even more difficult and intransigent, or maybe it means that he becomes more mechanically powerful/dangerous, or his followers all get a boost because they are so inspired, etc.
I don't really care which way the mechanic goes, so long as it reflects the situation in the world. I'd like to put together a list of possible consequences that the GM can choose from in these situations, made up of effects that include potential penalties.I don't think there should be a "penalty for acting in a way", but I do agree with "mechanics that reinforce the fall of the die."
So, Orc Warlord example with Intimidate, ideally the mechanical result shouldn't be based around the assumed "correct" PC reaction to the Intimidate roll, but on the warlord's success at it. Maybe it just alters the trajectory of the conversation: if the PCs don't act sufficiently obsequious he becomes even more difficult and intransigent, or maybe it means that he becomes more mechanically powerful/dangerous, or his followers all get a boost because they are so inspired, etc.
I don't know what you're trying to say here, sorry.Far worse than any mechanical consequence would be a dread silence falling across the table as, feeling the tension in the air, I look to where Micah sits behind the GM screen. His face is coldly impassive as he peers at me over the top of his glasses, one eyebrow arched in a bone-chillingly understated display of quizzical critique.
"Uh....no," I stammer nervously, "...that's not what I meant. I meant to say, 'My deepest apologies, Sir Orcish Warlord, for intruding upon your domain..."
See? This way we both win! I play according the fall of the die, but as the player I am truly terrified.
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I wouldn't be averse to importing something like Pendragon's Virtues & Vices system to a D&D style game wholesale, just to see how it would run. Heck, the rest of Pendragon's mechanics play pretty traditionally, so it's not like it can't fit.It is wilful by the player that that agency be limited. In the same way one can choose to fail a saving throw or be persuaded.
They decide on the scores of their traits, passions etc. That is a knowing risk decided by the player.
In the same way that you decide your scores in D&D, it is a knowing risk what you will likely fail at or be worse at abc.
As it is an Arthurian game it focuses more on the passions, traits (virtues/vices) as opposed to all the combat related details of D&D.
You decide how that die roll reflects in the fiction based on the result.

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