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<blockquote data-quote="steenan" data-source="post: 6436006" data-attributes="member: 23240"><p>For a contrast, in Dungeon World (and other "powered by apocalypse" games) the external modifiers are nearly nonexistent. Rolls are always 2d6+stat. </p><p></p><p>Task difficulty and various circumstances are modeled on another level. They affect availability and necessity of various mechanical tools and stakes of various rolls.</p><p></p><p>For example, the "hack&slash" move is triggered when you attack someone in melee. If the opponent is unaware, you don't get a bonus. There is no "melee" in such situation, so you just hurt them, no rolls required. The difference between attacking a goblin and an ogre is not in the difficulty to hit, it's in what happens when you miss.</p><p></p><p>Climbing a typical wall does not require a roll. Climbing fast enough to avoid pursuit, or climbing stealthily, or climbing a wall high enough that you can get severely hurt by falling is "defying danger" and you roll for it. Depending on why you need to roll and on the specifics of the wall, the consequences of a failure will vary. Maybe you just make some noise. Maybe the rope breaks, but you manage to catch yourself in time. Maybe you scrape your elbows and hurt a finger and maybe you fall several meters to the bottom, knocking yourself unconscious and breaking a leg. The difficulty is not in the probability of success, but in how much you gain by succeeding and how much you lose by failing.</p><p></p><p></p><p>Coming from another direction, in Nobilis and Chuubo's there are difficulty modifiers, but no dice rolls. You spend from a pool of Will points, adding them to the skill you use. From this you subtract the task's difficulty or opposition's result and see what the action gave you (not only if it succeeded or failed, but also if it moved you closer to your goal, if it improved your life and how it was perceived).</p><p></p><p></p><p>In Fate you get bonuses by invoking various aspects (own aspects, scene aspects, opponent's aspects, situational aspects that were created during the scene etc.). Aspects are there by their own, but getting a bonus requires spending fate points, so even a very beneficial situation may be of no use for someone who was unwilling to accept compels and is out of FPs.</p></blockquote><p></p>
[QUOTE="steenan, post: 6436006, member: 23240"] For a contrast, in Dungeon World (and other "powered by apocalypse" games) the external modifiers are nearly nonexistent. Rolls are always 2d6+stat. Task difficulty and various circumstances are modeled on another level. They affect availability and necessity of various mechanical tools and stakes of various rolls. For example, the "hack&slash" move is triggered when you attack someone in melee. If the opponent is unaware, you don't get a bonus. There is no "melee" in such situation, so you just hurt them, no rolls required. The difference between attacking a goblin and an ogre is not in the difficulty to hit, it's in what happens when you miss. Climbing a typical wall does not require a roll. Climbing fast enough to avoid pursuit, or climbing stealthily, or climbing a wall high enough that you can get severely hurt by falling is "defying danger" and you roll for it. Depending on why you need to roll and on the specifics of the wall, the consequences of a failure will vary. Maybe you just make some noise. Maybe the rope breaks, but you manage to catch yourself in time. Maybe you scrape your elbows and hurt a finger and maybe you fall several meters to the bottom, knocking yourself unconscious and breaking a leg. The difficulty is not in the probability of success, but in how much you gain by succeeding and how much you lose by failing. Coming from another direction, in Nobilis and Chuubo's there are difficulty modifiers, but no dice rolls. You spend from a pool of Will points, adding them to the skill you use. From this you subtract the task's difficulty or opposition's result and see what the action gave you (not only if it succeeded or failed, but also if it moved you closer to your goal, if it improved your life and how it was perceived). In Fate you get bonuses by invoking various aspects (own aspects, scene aspects, opponent's aspects, situational aspects that were created during the scene etc.). Aspects are there by their own, but getting a bonus requires spending fate points, so even a very beneficial situation may be of no use for someone who was unwilling to accept compels and is out of FPs. [/QUOTE]
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