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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="The Crimson Binome" data-source="post: 6676482" data-attributes="member: 6775031"><p>The system you are describing is one which should allow re-tries for such a check. Many games of D&D include both that narration, and a mechanic for making multiple attempts (often along the line of a critical failure causing a jam or break which prevents subsequent attempts). The system which I describe is one which explains why additional checks cannot be made. If a system doesn't allow multiple attempts, but the GM is explaining the attempt in such a way that this would not logically follow, then that's a problem with the GM.</p><p></p><p>The real world doesn't exist, as far as the game world is concerned. Nothing in the game world can happen <em>because</em> of something in the real world. I think we're in agreement on that, at least. </p><p></p><p>Where we seem to be in disagreement is that I purport every action the player declares to correspond strongly with actions that the character takes, and every die roll to have inherent meaning within the game-world. Every stat on your character sheet represents some truth about the character, and every skill check you make represents <em>how that skill</em> allows for your success or failure at a particular task. The reason why you're rolling a Perception check in order to find an item <em>must be</em> because your Perception is the deciding factor on whether or not you can find it, in order for causality within the game-world to be maintained; in <em>any</em> case where that thing doesn't exist, your Perception would not be the deciding factor, and no such check should be allowed.</p><p></p><p>The broad strokes of the fiction are governed by the uncertainties of the situation (in the die roll) and the abilities of the participants. The GM isn't compelled to narrate the orc's death based on some agreed-upon narrative power-control arrangement; rather, the fiction of the orc's death follows directly from <em>whatever fictional reality corresponds to damage</em> interacting with <em>whatever fictional reality corresponds to HP</em>. </p><p></p><p>In any sort of Simulationist game, there is a strong correlation between each game-level element and its in-world representation. (Story-based games require the sacrifice of such correlation in order to further other goals.)</p><p></p><p>You are mistaken on this point. The action economy has strong correlation to the fiction it models. The reason why the character can't try again (until the next round) is that any action requires time to perform, and there's not enough time to make a second attempt before the orc gets a chance to retaliate. A very small part of this comes down to necessary concessions in modeling real-time events with mechanics that human players can implement at the table, but the bulk of it is comes down to the reality of the game-world that the character can only inflict so much injury upon an opponent in a given period of time (while simultaneously avoiding other attacks, moving, and doing whatever other background tasks are going on).</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6676482, member: 6775031"] The system you are describing is one which should allow re-tries for such a check. Many games of D&D include both that narration, and a mechanic for making multiple attempts (often along the line of a critical failure causing a jam or break which prevents subsequent attempts). The system which I describe is one which explains why additional checks cannot be made. If a system doesn't allow multiple attempts, but the GM is explaining the attempt in such a way that this would not logically follow, then that's a problem with the GM. The real world doesn't exist, as far as the game world is concerned. Nothing in the game world can happen [I]because[/I] of something in the real world. I think we're in agreement on that, at least. Where we seem to be in disagreement is that I purport every action the player declares to correspond strongly with actions that the character takes, and every die roll to have inherent meaning within the game-world. Every stat on your character sheet represents some truth about the character, and every skill check you make represents [I]how that skill[/I] allows for your success or failure at a particular task. The reason why you're rolling a Perception check in order to find an item [I]must be[/I] because your Perception is the deciding factor on whether or not you can find it, in order for causality within the game-world to be maintained; in [I]any[/I] case where that thing doesn't exist, your Perception would not be the deciding factor, and no such check should be allowed. The broad strokes of the fiction are governed by the uncertainties of the situation (in the die roll) and the abilities of the participants. The GM isn't compelled to narrate the orc's death based on some agreed-upon narrative power-control arrangement; rather, the fiction of the orc's death follows directly from [I]whatever fictional reality corresponds to damage[/I] interacting with [I]whatever fictional reality corresponds to HP[/I]. In any sort of Simulationist game, there is a strong correlation between each game-level element and its in-world representation. (Story-based games require the sacrifice of such correlation in order to further other goals.) You are mistaken on this point. The action economy has strong correlation to the fiction it models. The reason why the character can't try again (until the next round) is that any action requires time to perform, and there's not enough time to make a second attempt before the orc gets a chance to retaliate. A very small part of this comes down to necessary concessions in modeling real-time events with mechanics that human players can implement at the table, but the bulk of it is comes down to the reality of the game-world that the character can only inflict so much injury upon an opponent in a given period of time (while simultaneously avoiding other attacks, moving, and doing whatever other background tasks are going on). [/QUOTE]
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