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A "theory" thread
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<blockquote data-quote="Baron Opal II" data-source="post: 8938181" data-attributes="member: 6794067"><p>Interesting thread! I am far more an Applied than Theoretical Gamer, but I am definitely here to learn.</p><p></p><p></p><p>I imagine it is due to the difficulty in adroitly assessing a trinary result from a single die roll. I've been able to do so with:</p><p></p><p>d20 <=10; Pass / Fail as per typical, but likely fail.</p><p>d20 11-19; Pass / Weak Pass, per result. "Yes, but", if you will.</p><p>d20 >= 20; Strong Pass, per result. "Yes, and", if you will.</p><p></p><p>Being in sections of 10, it is easier to parse if you get a Weak Pass result. If your character's skill is low, you likely get Fail / Weak Pass / Pass as your trinary results. High skill can net Weak Pass / Pass / Strong Pass. </p><p></p><p>(One thing I've noted- it seems that in some systems you can't repeat the attempt to bypass an obstacle. So, the thief tries to pick the lock, fails. The fighter tries to kick the door down, fails. The wizard rolls their eyes, casts <em>knock</em>, and opens the door. It sounds like in some systems the situation immediately changes when the first person tries to open the door and there isn't necessarily an opportunity for the other two to change the situation. This may be a tangent, though.)</p><p></p><p>RQ had a chart to assess a pentatary result roll, but it becomes cumbersome after a while.</p><p></p><p>I can work with this as a baseline definition. I would quibble a bit with #1. "Players participate together in evolving the the common fiction through play." This would be without differentiating a DM from players, which I believe would be further down in taxonomy.</p><p></p><p></p><p>What? I may be being confused by jargon, but, of course you can.</p><p>You listen at the door. You have 1 in 6 chance of hearing something, 2 in 6 as an elf, with better odds as a thief of increasing level. If you succeed you hear something if there is something to be heard.</p><p></p><p></p><p>Why is this a good Burning Wheel example?</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8938181, member: 6794067"] Interesting thread! I am far more an Applied than Theoretical Gamer, but I am definitely here to learn. I imagine it is due to the difficulty in adroitly assessing a trinary result from a single die roll. I've been able to do so with: d20 <=10; Pass / Fail as per typical, but likely fail. d20 11-19; Pass / Weak Pass, per result. "Yes, but", if you will. d20 >= 20; Strong Pass, per result. "Yes, and", if you will. Being in sections of 10, it is easier to parse if you get a Weak Pass result. If your character's skill is low, you likely get Fail / Weak Pass / Pass as your trinary results. High skill can net Weak Pass / Pass / Strong Pass. (One thing I've noted- it seems that in some systems you can't repeat the attempt to bypass an obstacle. So, the thief tries to pick the lock, fails. The fighter tries to kick the door down, fails. The wizard rolls their eyes, casts [I]knock[/I], and opens the door. It sounds like in some systems the situation immediately changes when the first person tries to open the door and there isn't necessarily an opportunity for the other two to change the situation. This may be a tangent, though.) RQ had a chart to assess a pentatary result roll, but it becomes cumbersome after a while. I can work with this as a baseline definition. I would quibble a bit with #1. "Players participate together in evolving the the common fiction through play." This would be without differentiating a DM from players, which I believe would be further down in taxonomy. What? I may be being confused by jargon, but, of course you can. You listen at the door. You have 1 in 6 chance of hearing something, 2 in 6 as an elf, with better odds as a thief of increasing level. If you succeed you hear something if there is something to be heard. Why is this a good Burning Wheel example? [/QUOTE]
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