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A Question Of Agency?
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<blockquote data-quote="Fenris-77" data-source="post: 8169752" data-attributes="member: 6993955"><p>The doubling effect is about the PCs effect on the thugs, not their effect on the PC, although that does play in based on position.</p><p></p><p>To speak to 1) I have played Blades, I've also played other FitD games like Scum and Villainy, and a couple of others, so I'm pretty familiar with how the mechanics and adjudication work. The difference in this instance is player control over the outcome. Not only can the player move in-fiction to increase effect, the plyer can also elect to trade position for effect if they're willing to risk increased damage. This is before any dice are rolled. It's not even remotely about what PCs can attempt, as in both rules sets the PCs can attempt anything, but in Blades, after the declaration or as part of the declaration, the PC can substantively change the chances of or effect of the action they have proposed, which is something that doesn't really happen in, say, D&D.</p><p></p><p>No rolls, just player decision making and framing. The player chooses to engage with the proffered fiction, and by doing so in a competent way changes the dynamics of the test and resolution. That is the essence of player agency.</p><p></p><p>As far as complex actions go, Blades does handle those really well, but not any better than 4E's complex skill challenges does IMO. That level of competence can be had in 5E from a good DM, but it's not enforced and bounded by the rules like it is in Blades.</p><p></p><p>I wasn't really addressing your 2), although we could chat about that if you like. The flashback isn't what most people think it is when it comes to how it changes the basic experience of an RPG at the table.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8169752, member: 6993955"] The doubling effect is about the PCs effect on the thugs, not their effect on the PC, although that does play in based on position. To speak to 1) I have played Blades, I've also played other FitD games like Scum and Villainy, and a couple of others, so I'm pretty familiar with how the mechanics and adjudication work. The difference in this instance is player control over the outcome. Not only can the player move in-fiction to increase effect, the plyer can also elect to trade position for effect if they're willing to risk increased damage. This is before any dice are rolled. It's not even remotely about what PCs can attempt, as in both rules sets the PCs can attempt anything, but in Blades, after the declaration or as part of the declaration, the PC can substantively change the chances of or effect of the action they have proposed, which is something that doesn't really happen in, say, D&D. No rolls, just player decision making and framing. The player chooses to engage with the proffered fiction, and by doing so in a competent way changes the dynamics of the test and resolution. That is the essence of player agency. As far as complex actions go, Blades does handle those really well, but not any better than 4E's complex skill challenges does IMO. That level of competence can be had in 5E from a good DM, but it's not enforced and bounded by the rules like it is in Blades. I wasn't really addressing your 2), although we could chat about that if you like. The flashback isn't what most people think it is when it comes to how it changes the basic experience of an RPG at the table. [/QUOTE]
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