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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: 6677194" data-attributes="member: 6775031"><p>The rules of the game tell us which actions correspond to which narrative, in the same way that the stats on a suit of plate armor correspond to the in-game object that is a suit of plate armor. It doesn't need to be detailed in order to have a strong correlation.</p><p></p><p>Of course, strength is relative. If I spend my one-minute round in order to move 15 feet and take the attack action, then that translates into the character moving ~15 feet and performing some combination of thrusts and feints and parries which ultimately results in the opponent suffering some amount of injury. It's a strong correlation between "taking the attack action" and "performing some combination of thrusts and parries, etc." You could abstract that up a couple of notches if you wanted the freedom to describe a series of elaborate maneuvers that simple <em>unnerve</em> the enemy into being easier to skewer later on, or you could increase the correlation to the point where each facet of the d20 corresponds to a body part and each facet of the weapon-damage-die corresponds to a a depth of penetration.</p><p></p><p>When I say strong correlation, in the context of this thread, it's relative to the many other models that are in use. In particular, I mean that there is <em>enough</em> information derived directly from the check results in order for it to <em>tell us</em> what's going on within the narrative, rather than it simply compelling the GM to narrate vaguely-related circumstances in a vaguely-related way. For me, the line between strong and weak correlation is evident in the Perception check to find a particular item in a town, when there's every possibility that it might not exist there. For you, that level of correlation might still be considered too weak to be meaningful.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6677194, member: 6775031"] The rules of the game tell us which actions correspond to which narrative, in the same way that the stats on a suit of plate armor correspond to the in-game object that is a suit of plate armor. It doesn't need to be detailed in order to have a strong correlation. Of course, strength is relative. If I spend my one-minute round in order to move 15 feet and take the attack action, then that translates into the character moving ~15 feet and performing some combination of thrusts and feints and parries which ultimately results in the opponent suffering some amount of injury. It's a strong correlation between "taking the attack action" and "performing some combination of thrusts and parries, etc." You could abstract that up a couple of notches if you wanted the freedom to describe a series of elaborate maneuvers that simple [I]unnerve[/I] the enemy into being easier to skewer later on, or you could increase the correlation to the point where each facet of the d20 corresponds to a body part and each facet of the weapon-damage-die corresponds to a a depth of penetration. When I say strong correlation, in the context of this thread, it's relative to the many other models that are in use. In particular, I mean that there is [I]enough[/I] information derived directly from the check results in order for it to [I]tell us[/I] what's going on within the narrative, rather than it simply compelling the GM to narrate vaguely-related circumstances in a vaguely-related way. For me, the line between strong and weak correlation is evident in the Perception check to find a particular item in a town, when there's every possibility that it might not exist there. For you, that level of correlation might still be considered too weak to be meaningful. [/QUOTE]
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