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*TTRPGs General
A Question Of Agency?
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<blockquote data-quote="hawkeyefan" data-source="post: 8140303" data-attributes="member: 6785785"><p>Not quite the same thing, no, although I think this is a relevant point.</p><p></p><p>Lucky lets' you try again by rolling another die. Lucky is not something that every player will have, but is instead a Feat that some may choose (if Feats are even allowed.....which is very often up to.......you guessed it, the GM).</p><p></p><p>Does it increase a player's agency? I don't think it does in the sense that whatever they were attempting was something that may have been achieved without the Lucky reroll if they had rolled high enough in the first place. So, no, I don't think this is really increasing the player's ability to steer the fiction so much as it's taking an existing thing and increasing the chance for success.</p><p></p><p>But in Blades, the Resistance Roll and Stress is something that every PC has. Every player will do this as part of the game. They will use this to alter the outcome of an action when there are consequences they don't want to accept. It's not an attempt to try again. It's the explicit ability to remove or lessen a consequence from a failed roll or a success with complication result.</p><p></p><p>Lucky doesn't let you alter the effects of failed roll. If you fail your saving throw, Lucky doesn't allow you to tell the DM, "no, I'm not petrified".</p><p></p><p>I think there's a significant difference.</p><p></p><p>A factor that makes the comparison between the two systems more difficult is that with D&D, almost all harm is in the form of Hit Point loss. That doesn't allow for a whole lot of variety in how to mitigate harm.....it all comes down to restoring Hit Points. Saving Throws are the main exception to this, but even a lot of them still rely on Hit Point loss as a consequence. The ones that don't are the ones that inflict a Condition on the PC. You fail a save and now you're Frightened or Charmed or Paralyzed, etc.</p><p></p><p>Blades allows for a bit more variety of consequence than that, as inflicted by the GM, so having the ability to reject that seems to me to be related to agency, no? Is there something similar in D&D where the GM says "this thing happens" and the player can choose to say "no, actually THIS happens" and the GM must honor it? That's a genuine question.....I can't really think of any off the top of my head. Some abilities or spells may fall into this category, but I'm not able to think of any specifically. Can the player actually take the reins like that in D&D as written?</p><p></p><p>So I don't think these things are really the same at all, although they may seem similar in nature at first glance.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8140303, member: 6785785"] Not quite the same thing, no, although I think this is a relevant point. Lucky lets' you try again by rolling another die. Lucky is not something that every player will have, but is instead a Feat that some may choose (if Feats are even allowed.....which is very often up to.......you guessed it, the GM). Does it increase a player's agency? I don't think it does in the sense that whatever they were attempting was something that may have been achieved without the Lucky reroll if they had rolled high enough in the first place. So, no, I don't think this is really increasing the player's ability to steer the fiction so much as it's taking an existing thing and increasing the chance for success. But in Blades, the Resistance Roll and Stress is something that every PC has. Every player will do this as part of the game. They will use this to alter the outcome of an action when there are consequences they don't want to accept. It's not an attempt to try again. It's the explicit ability to remove or lessen a consequence from a failed roll or a success with complication result. Lucky doesn't let you alter the effects of failed roll. If you fail your saving throw, Lucky doesn't allow you to tell the DM, "no, I'm not petrified". I think there's a significant difference. A factor that makes the comparison between the two systems more difficult is that with D&D, almost all harm is in the form of Hit Point loss. That doesn't allow for a whole lot of variety in how to mitigate harm.....it all comes down to restoring Hit Points. Saving Throws are the main exception to this, but even a lot of them still rely on Hit Point loss as a consequence. The ones that don't are the ones that inflict a Condition on the PC. You fail a save and now you're Frightened or Charmed or Paralyzed, etc. Blades allows for a bit more variety of consequence than that, as inflicted by the GM, so having the ability to reject that seems to me to be related to agency, no? Is there something similar in D&D where the GM says "this thing happens" and the player can choose to say "no, actually THIS happens" and the GM must honor it? That's a genuine question.....I can't really think of any off the top of my head. Some abilities or spells may fall into this category, but I'm not able to think of any specifically. Can the player actually take the reins like that in D&D as written? So I don't think these things are really the same at all, although they may seem similar in nature at first glance. [/QUOTE]
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