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A Sense of Wonder in 5E
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<blockquote data-quote="Crazy Jerome" data-source="post: 5868067" data-attributes="member: 54877"><p>The interaction versus scene framing comes in with the degree to which you can set the skill versus the difficulty. Imagine a modified d20 system where the DC is always 20 for any reasonable challenge, but that the characters can before the adventure pick up various advantages and weaknesses that serve as "flags" to tell the DM what they want, and these are wide ranging. </p><p> </p><p>You set a skill so that you can't hit 20 at all--a weakness knocks you down to -1 or worse modifier. A generally positive statement from this is that you'd like for this weakness to put you in a really nasty difficulty from which you will need to be bailed out by the other players, or come up with some clever way to circumvent. A generally negative statement from this is that you think the DM won't go there (and thus you'll get away with a weakness that doesn't matter), or that you prefer the DM not go there, because you don't want to mess with this at all.</p><p> </p><p>However, you might also set the skill at 20 before the roll--massive advantages are poured on. Positive view is that you are ultra competent at this--so much that it will take unusual circumstances to fail--and you want a chance to shine. Negative is that you know darn well the DM is going to stick some of this stuff in there to mess with you, but you don't want to mess with it. </p><p> </p><p>Then in the middle you may get very close to -1 or 20, hover around some satisfactory success rate (60% or so), or diverge slightly from the normal rate. Here it gets trickier to read the signs, but positive high values is more about you can handle it, while negative is more about not wanting to fool with it. Low numbers are likewise postively engaged with being pushed, while negatively gaming the system or saying you don't want to be pushed.</p><p> </p><p>Trouble is, without more information, you can never be sure which is which. The numbers alone are seldom that extreme, and can be read multiple ways. This is true even in something like Fantasy Hero, where investing the resources to succeed on a 16 or less on 3d6 is saying that you want about a 97% success rate, absent modifiers. Getting to a 16 is often gross overkill in that system, compared to what else you can get. So it is a signal of some kind, but whether: 1) I'll nearly always succeed, throw it at me, or 2) I hate dealing with this, I'll make you go nuts to engage me--is hard to say. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5868067, member: 54877"] The interaction versus scene framing comes in with the degree to which you can set the skill versus the difficulty. Imagine a modified d20 system where the DC is always 20 for any reasonable challenge, but that the characters can before the adventure pick up various advantages and weaknesses that serve as "flags" to tell the DM what they want, and these are wide ranging. You set a skill so that you can't hit 20 at all--a weakness knocks you down to -1 or worse modifier. A generally positive statement from this is that you'd like for this weakness to put you in a really nasty difficulty from which you will need to be bailed out by the other players, or come up with some clever way to circumvent. A generally negative statement from this is that you think the DM won't go there (and thus you'll get away with a weakness that doesn't matter), or that you prefer the DM not go there, because you don't want to mess with this at all. However, you might also set the skill at 20 before the roll--massive advantages are poured on. Positive view is that you are ultra competent at this--so much that it will take unusual circumstances to fail--and you want a chance to shine. Negative is that you know darn well the DM is going to stick some of this stuff in there to mess with you, but you don't want to mess with it. Then in the middle you may get very close to -1 or 20, hover around some satisfactory success rate (60% or so), or diverge slightly from the normal rate. Here it gets trickier to read the signs, but positive high values is more about you can handle it, while negative is more about not wanting to fool with it. Low numbers are likewise postively engaged with being pushed, while negatively gaming the system or saying you don't want to be pushed. Trouble is, without more information, you can never be sure which is which. The numbers alone are seldom that extreme, and can be read multiple ways. This is true even in something like Fantasy Hero, where investing the resources to succeed on a 16 or less on 3d6 is saying that you want about a 97% success rate, absent modifiers. Getting to a 16 is often gross overkill in that system, compared to what else you can get. So it is a signal of some kind, but whether: 1) I'll nearly always succeed, throw it at me, or 2) I hate dealing with this, I'll make you go nuts to engage me--is hard to say. :D [/QUOTE]
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