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General Tabletop Discussion
*Dungeons & Dragons
1s and 20s: D&D's Narrative Mechanics
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<blockquote data-quote="Stormonu" data-source="post: 9667500" data-attributes="member: 52734"><p>Well, while crit/fumble in D&D is a bit narrative, it's quite different from the hope/fear mechanic of Daggerheart. The biggest, of course being that you can succeed with Fear as much as you can succeed with Hope - or the reverse, failing with Fear or failing with Hope.</p><p></p><p>The example in the Daggerheart book gives is jumping across a bridge to attack a Lich:</p><p></p><p><strong>Critical</strong> (Hope & Fear numbers are the same; 12 in 144 chance) - you make the jump, hitting the Lich and disrupting his concentration on the spell he was casting, allowing your friends to scurry across and join you</p><p><strong>Succeed with Hope </strong>(Total meets target, Hope die is higher) - you make the jump and hit the Lich</p><p><strong>Succeed with Fear </strong>(Total meets target, Fear die is higher) - you make the jump, but the Lich blasts the bridge, isolating you on the side with your enemy</p><p><strong>Fail with Hope </strong>(Total less than target, Hope die is higher) - you don't quite make the jump, but catch the edge and must pull yourself up (hopefully before the Lich attacks you)</p><p><strong>Fail with Fear</strong> (Total less than target, Fear die is higher) - you don't make the jump and take a long fall to the ground below.</p><p></p><p>Of course, this result is worked out between the GM and Player narrating the results - but as you can see, the results cover a much broader set of results than D&D typically would - In D&D you'd likely only have the <em>Critical</em>, <em>Succeed with Hope</em> and <em>Fail with Fear</em> results.</p><p></p><p>It would be nice if D&D had a more graduated success (I think like Pathfinder 2E), but D&D currently has only a very basic - almost binary - results.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9667500, member: 52734"] Well, while crit/fumble in D&D is a bit narrative, it's quite different from the hope/fear mechanic of Daggerheart. The biggest, of course being that you can succeed with Fear as much as you can succeed with Hope - or the reverse, failing with Fear or failing with Hope. The example in the Daggerheart book gives is jumping across a bridge to attack a Lich: [B]Critical[/B] (Hope & Fear numbers are the same; 12 in 144 chance) - you make the jump, hitting the Lich and disrupting his concentration on the spell he was casting, allowing your friends to scurry across and join you [B]Succeed with Hope [/B](Total meets target, Hope die is higher) - you make the jump and hit the Lich [B]Succeed with Fear [/B](Total meets target, Fear die is higher) - you make the jump, but the Lich blasts the bridge, isolating you on the side with your enemy [B]Fail with Hope [/B](Total less than target, Hope die is higher) - you don't quite make the jump, but catch the edge and must pull yourself up (hopefully before the Lich attacks you) [B]Fail with Fear[/B] (Total less than target, Fear die is higher) - you don't make the jump and take a long fall to the ground below. Of course, this result is worked out between the GM and Player narrating the results - but as you can see, the results cover a much broader set of results than D&D typically would - In D&D you'd likely only have the [I]Critical[/I], [I]Succeed with Hope[/I] and [I]Fail with Fear[/I] results. It would be nice if D&D had a more graduated success (I think like Pathfinder 2E), but D&D currently has only a very basic - almost binary - results. [/QUOTE]
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