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<blockquote data-quote="aramis erak" data-source="post: 8167404" data-attributes="member: 6779310"><p>Many of narrative elements can be added to ANY edition of D&D. </p><p>The easiest include:</p><ul> <li data-xf-list-type="ul">Let it Ride</li> <li data-xf-list-type="ul">Hero Points (5e DMG 264 - each point is +1d6 to a d20 roll, max 1 per roll)</li> <li data-xf-list-type="ul">Success with Complication instead of failure</li> <li data-xf-list-type="ul">Fail-forward (implied in 4E and 5E DMG)</li> <li data-xf-list-type="ul">Decision in front with Fortune in the middle (pick action, roll, narrate attempt and result)</li> <li data-xf-list-type="ul">reward playing the psychology as defined with a metacurrency (5E does: Inspiration; if one wants to emphasize it more, allow PC's to bank PB or even level of inspirations, and refill a point anytime a psychological bit is played)</li> <li data-xf-list-type="ul">Group authority instead of GM authority on rules (rules interpretations get handled by table vote, instead of GM vote)</li> </ul><p>Note that the RAW standard for D&D is narrate the attempt, then the GM confirms the mechanic, player rolls, GM narrates the outcome. Resequencing this can allow for smoother narrative. Note that AWE is very similar to traditional D&D: narrate the attempt, GM notes it as a move, player confirms it was intended or acceptable, player rolls, GM or player narrates the results, and a player continues.</p><p></p><p>And, for the entirely oddball, some do things in other orders still...</p><p>Brute Squad has the pick attribute, roll attempt, pick what the roll represents and narrate it.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8167404, member: 6779310"] Many of narrative elements can be added to ANY edition of D&D. The easiest include: [LIST] [*]Let it Ride [*]Hero Points (5e DMG 264 - each point is +1d6 to a d20 roll, max 1 per roll) [*]Success with Complication instead of failure [*]Fail-forward (implied in 4E and 5E DMG) [*]Decision in front with Fortune in the middle (pick action, roll, narrate attempt and result) [*]reward playing the psychology as defined with a metacurrency (5E does: Inspiration; if one wants to emphasize it more, allow PC's to bank PB or even level of inspirations, and refill a point anytime a psychological bit is played) [*]Group authority instead of GM authority on rules (rules interpretations get handled by table vote, instead of GM vote) [/LIST] Note that the RAW standard for D&D is narrate the attempt, then the GM confirms the mechanic, player rolls, GM narrates the outcome. Resequencing this can allow for smoother narrative. Note that AWE is very similar to traditional D&D: narrate the attempt, GM notes it as a move, player confirms it was intended or acceptable, player rolls, GM or player narrates the results, and a player continues. And, for the entirely oddball, some do things in other orders still... Brute Squad has the pick attribute, roll attempt, pick what the roll represents and narrate it. [/QUOTE]
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