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5e consequence-resolution
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<blockquote data-quote="Hussar" data-source="post: 8653730" data-attributes="member: 22779"><p>From what I understand of the term, "indexed system", I think you're spot on. If the system for determining everything - not only the DC's, but the "appropriate fiction" (after all, you increased the DC because you, the DM, felt that my method was a bad one - which rolls us right back into Mother-May-I territory), what kind of action the check is, and the events in the game - is entirely in the hands of the DM, and the only thing the system is actually telling us is the character's bonus on the die roll, again, something that is entirely divorced from anything inside the game world - then the system is basically just "make stuff up". </p><p></p><p>If that's the system we have, then, fair enough. But, "make stuff up" isn't a simulation of anything. Which is where I fell down this rabbit hole in the first place. [USER=6801845]@Oofta[/USER]'s claim to prefer simulation. But, the system doesn't actually simulate anything. Pass/Fail isn's a simulation when the conditions of the pass/fail are entirely arbitrary. </p><p></p><p>So, yes, I would like a skill system that is a bit more meaty than what 5e has given us. I would like a skill system that is at least as complex as the combat system. Or, at the very least, anything more than just "Here's the bonus on your d20 roll, make everything else up as you go along."</p><p></p><p>I'm not saying we have to go full on GURPS or anything like that. There's a considerable middle ground here. A LITTLE more complex would go a long way. Again, anything more than basically a "Roll high" system. Basic, standard skill actions should not require the DM to create virtually every single step of the resolution. Imagine if the combat system was like that. You have an attack bonus and nothing else. The enemy's AC is entirely in the hands of the DM and can change depending on how you describe your action. People would lose their poop. There's no way people would accept a combat system like that.</p><p></p><p>But, for some reason, it's perfectly fine to have half the game (as in the non-combat part of the game) be pretty much freeform. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 8653730, member: 22779"] From what I understand of the term, "indexed system", I think you're spot on. If the system for determining everything - not only the DC's, but the "appropriate fiction" (after all, you increased the DC because you, the DM, felt that my method was a bad one - which rolls us right back into Mother-May-I territory), what kind of action the check is, and the events in the game - is entirely in the hands of the DM, and the only thing the system is actually telling us is the character's bonus on the die roll, again, something that is entirely divorced from anything inside the game world - then the system is basically just "make stuff up". If that's the system we have, then, fair enough. But, "make stuff up" isn't a simulation of anything. Which is where I fell down this rabbit hole in the first place. [USER=6801845]@Oofta[/USER]'s claim to prefer simulation. But, the system doesn't actually simulate anything. Pass/Fail isn's a simulation when the conditions of the pass/fail are entirely arbitrary. So, yes, I would like a skill system that is a bit more meaty than what 5e has given us. I would like a skill system that is at least as complex as the combat system. Or, at the very least, anything more than just "Here's the bonus on your d20 roll, make everything else up as you go along." I'm not saying we have to go full on GURPS or anything like that. There's a considerable middle ground here. A LITTLE more complex would go a long way. Again, anything more than basically a "Roll high" system. Basic, standard skill actions should not require the DM to create virtually every single step of the resolution. Imagine if the combat system was like that. You have an attack bonus and nothing else. The enemy's AC is entirely in the hands of the DM and can change depending on how you describe your action. People would lose their poop. There's no way people would accept a combat system like that. But, for some reason, it's perfectly fine to have half the game (as in the non-combat part of the game) be pretty much freeform. :erm: [/QUOTE]
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