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A "theory" thread
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8935719" data-attributes="member: 82106"><p>Earliest D&D was not sure what it was doing. It adopted a combat system from Chainmail initially, and then developed a slight variant on that which, honestly, doesn't change much in terms of 'play process'. It was framed as being purely a 'task oriented' thing where you try to clout your opponent and maybe you cause him bodily harm, and maybe not. As for 'other checks', it is hard to say... The original core 3LBB D&D does not discuss task resolution AT ALL. The dungeon exploration rules in book 3 contain mechanics for determination of surprise, and for finding secret doors. There is also a hearing noise (if you listen) rule. NONE of these rules reference ability scores! In fact, aside from acting as class prerequisites and giving an XP bonus/penalty, and some small dex/con bonuses, ability scores are irrelevant to the original core rules. </p><p></p><p>Reading book 3 leaves the impression that MOST tasks are simply adjudicated. The DM describes the passage/room/feature and the players describe in detail how they interact with it. Any added detail that is required will be supplied by the respective party (IE if you are the player you may need to describe HOW you pick the lock, the DM will describe what it looks like, etc.). There is literally no formalism of 'roll dice to see what happens', at least formally. However, the example of secret doors, noises, surprise/quiet movement, and breaking down a door do indicate that the CONCEPT existed (combat certainly does this). It seems clear that the model here would be pure basic binary success/failure of the specific task, with any failure consequence being then drawn from the fiction, but nothing like 'fail forward' existing. Things like surprise checks seem more like 'fortune' vs the exercise of any particular skill. However the hearing and finding bonuses of certain races do point towards a skill/talent factor.</p><p></p><p>I mean, given the evidence of Greyhawk, we can conclude that D&D basically had the same resolution model that is still used in 5e, just an infinitely more primitive version. Where it really differs is in terms of simply 'playing out' most interactions without using dice. The only major counterpoint here being the reaction table and the morale table, though interestingly Charisma is allowed to affect morale.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8935719, member: 82106"] Earliest D&D was not sure what it was doing. It adopted a combat system from Chainmail initially, and then developed a slight variant on that which, honestly, doesn't change much in terms of 'play process'. It was framed as being purely a 'task oriented' thing where you try to clout your opponent and maybe you cause him bodily harm, and maybe not. As for 'other checks', it is hard to say... The original core 3LBB D&D does not discuss task resolution AT ALL. The dungeon exploration rules in book 3 contain mechanics for determination of surprise, and for finding secret doors. There is also a hearing noise (if you listen) rule. NONE of these rules reference ability scores! In fact, aside from acting as class prerequisites and giving an XP bonus/penalty, and some small dex/con bonuses, ability scores are irrelevant to the original core rules. Reading book 3 leaves the impression that MOST tasks are simply adjudicated. The DM describes the passage/room/feature and the players describe in detail how they interact with it. Any added detail that is required will be supplied by the respective party (IE if you are the player you may need to describe HOW you pick the lock, the DM will describe what it looks like, etc.). There is literally no formalism of 'roll dice to see what happens', at least formally. However, the example of secret doors, noises, surprise/quiet movement, and breaking down a door do indicate that the CONCEPT existed (combat certainly does this). It seems clear that the model here would be pure basic binary success/failure of the specific task, with any failure consequence being then drawn from the fiction, but nothing like 'fail forward' existing. Things like surprise checks seem more like 'fortune' vs the exercise of any particular skill. However the hearing and finding bonuses of certain races do point towards a skill/talent factor. I mean, given the evidence of Greyhawk, we can conclude that D&D basically had the same resolution model that is still used in 5e, just an infinitely more primitive version. Where it really differs is in terms of simply 'playing out' most interactions without using dice. The only major counterpoint here being the reaction table and the morale table, though interestingly Charisma is allowed to affect morale. [/QUOTE]
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