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General Tabletop Discussion
*TTRPGs General
Actual play examples - balance between fiction and mechanics
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<blockquote data-quote="Krensky" data-source="post: 5464741" data-attributes="member: 30936"><p>The game runs a few different scales. The typical unit is the scene, which has a vague, amorphous relation with actual time in game or real world. A single room could be a scene, or a whole dungeon could be depending on the narrative needs. Most abilities and effects are X times per scene. The game also makes use of Combat (a lot of combat abilities are X times per Combat) and Adventure. It also uses the Session as the unit for refreshing Action Dice. A very few spells and other effects use 'actual' time rather then 'dramatic' time. The bonuses from a nice, filling breakfast and a cup of coffee or tea (+1 to Fort and Ref saves, respectively) last eight hours, for instance. Granted, you also only get to benefit from one meal and drink a day, so it evens out. Well, except for pech (read hobbit). The self-mobile black holes get the benefits from two meals. Consumables also spoil at the end of an Adventure, so the PCs can't stockpile gourmet food or potions or whatnot.</p><p></p><p>Now a skill task, as I said, can show up in three or four forms (depending how you count). One of them (the Precision Task) is timed. Meaning that the PCs need to gain X successes before Y rounds pass. The example in the books is that the PCs, likely due to the Thief and Soldier getting bored with the Sage and Explorer puzzling out the runes in an ancient crypt's antechamber set something off. So now it's flooding with poison gas. (How Gygaxian. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>So now they need to succeed in three Investigate checks to manipulate the rune mosaic they were studying. If they can make three Investigate checks of increasing difficulty before 10 rounds pass, they escape. If they fail a check, they have to start back over because the mosaic resets itself. If they fail to beat the clock, well, they're probably still upright so they could try something else to escape, but things look pretty grim. I think the example in the book is lethal.</p></blockquote><p></p>
[QUOTE="Krensky, post: 5464741, member: 30936"] The game runs a few different scales. The typical unit is the scene, which has a vague, amorphous relation with actual time in game or real world. A single room could be a scene, or a whole dungeon could be depending on the narrative needs. Most abilities and effects are X times per scene. The game also makes use of Combat (a lot of combat abilities are X times per Combat) and Adventure. It also uses the Session as the unit for refreshing Action Dice. A very few spells and other effects use 'actual' time rather then 'dramatic' time. The bonuses from a nice, filling breakfast and a cup of coffee or tea (+1 to Fort and Ref saves, respectively) last eight hours, for instance. Granted, you also only get to benefit from one meal and drink a day, so it evens out. Well, except for pech (read hobbit). The self-mobile black holes get the benefits from two meals. Consumables also spoil at the end of an Adventure, so the PCs can't stockpile gourmet food or potions or whatnot. Now a skill task, as I said, can show up in three or four forms (depending how you count). One of them (the Precision Task) is timed. Meaning that the PCs need to gain X successes before Y rounds pass. The example in the books is that the PCs, likely due to the Thief and Soldier getting bored with the Sage and Explorer puzzling out the runes in an ancient crypt's antechamber set something off. So now it's flooding with poison gas. (How Gygaxian. ;)) So now they need to succeed in three Investigate checks to manipulate the rune mosaic they were studying. If they can make three Investigate checks of increasing difficulty before 10 rounds pass, they escape. If they fail a check, they have to start back over because the mosaic resets itself. If they fail to beat the clock, well, they're probably still upright so they could try something else to escape, but things look pretty grim. I think the example in the book is lethal. [/QUOTE]
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