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Basic Roleplaying: A Played It Review
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<blockquote data-quote="foolcat" data-source="post: 9049707" data-attributes="member: 7005182"><p>The GM is always the ultimate arbiter if the question of what skill should be rolled arises (or any question, for that matter). At least that's how I've both played and mastered RP games for the past 40 years. It curbs unnecessary discussion at the table and leaves more time for actual play. And with five degrees of success and failure, it is clear in a quite unambiguous way what an action has accomplished, I think. A critical hit on a foe has more dire consequences for them than a simple success, for example. </p><p></p><p></p><p>I'm not sure I understand what you mean. Simply put, whenever a player wants for his character to do or achieve something (a goal), they tell the GM about it, the GM tells the player the possible courses of actions/tasks that are best to achieve said goal (or whether it's unfeasible), what skills to use (the player can of course make suggestions), then the player makes rolls, and the GM tells the player the outcome, based on the levels of success or failure of the rolls. Of course, there are ways the player may influence said rolls, depending how important it is to him to succeed. Pendragon did it 30 years ago with passions and vices/virtues. In other BRP-based games it's called inspiration or augmentation. Later, other games picked this up and introduced fate points, Bennies, or any other old way. So it's very fitting there's an optional rule in BRP UGE that uses power points for this purpose.</p></blockquote><p></p>
[QUOTE="foolcat, post: 9049707, member: 7005182"] The GM is always the ultimate arbiter if the question of what skill should be rolled arises (or any question, for that matter). At least that's how I've both played and mastered RP games for the past 40 years. It curbs unnecessary discussion at the table and leaves more time for actual play. And with five degrees of success and failure, it is clear in a quite unambiguous way what an action has accomplished, I think. A critical hit on a foe has more dire consequences for them than a simple success, for example. I'm not sure I understand what you mean. Simply put, whenever a player wants for his character to do or achieve something (a goal), they tell the GM about it, the GM tells the player the possible courses of actions/tasks that are best to achieve said goal (or whether it's unfeasible), what skills to use (the player can of course make suggestions), then the player makes rolls, and the GM tells the player the outcome, based on the levels of success or failure of the rolls. Of course, there are ways the player may influence said rolls, depending how important it is to him to succeed. Pendragon did it 30 years ago with passions and vices/virtues. In other BRP-based games it's called inspiration or augmentation. Later, other games picked this up and introduced fate points, Bennies, or any other old way. So it's very fitting there's an optional rule in BRP UGE that uses power points for this purpose. [/QUOTE]
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