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*Dungeons & Dragons
Can a PC perform a miracle with a stat/skill check?
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<blockquote data-quote="Manbearcat" data-source="post: 6510581" data-attributes="member: 6696971"><p>I'd be curious to get some 5e GM's thinking on this. I tried to lure folks into a conversation on a focused bit of action resolution regarding a classic genre trope; Tracking. I didn't get any takers. </p><p></p><p>1) The game expects GMs to set DCs in accordance with a process-simulation approach to the system's construction and play agenda; eg - the more difficult the task, the higher the DC. How in the world would you go about calibrating a Medicine DC for such an action declaration as "appeal to the gods for a miracle"? </p><p></p><p>2) The framework of the noncombat action resolution system is presented as some parts zoomed-in, granular task resolution and some parts zoomed-out, abstract conflict resolution (offering evidence it is supposed to somehow be both...at the same time...). The game does not mechanically codify a win/loss condition for any conflict like "tracking prey through the wilderness" or "appealing to the gods to save this dying man" (an absence of evidence for conflict resolution). Simultaneously, it offers very vague advice to use "fail forward" when interpreting results (offering evidence that the resolution mechanics support abstract conflict resolution...) ...without delineating "how", "why", or especially "when" and "when not". It doesn't speak to establishing dramatic stakes and players telegraphing intent and results of action declarations and resolution being tethered to this approach (offering evidence that we're to presume that every check is a simulation of a real world process rather than abstract conflict resolution...). It doesn't speak to GM obligations towards rendering the fiction as a campaign win or a campaign loss is cemented (of which the cementing procedure is not canvassed by the resolution mechanics).</p><p></p><p>Its awash in all manner of stuff that is at tension with one another, basically throwing the kitchen sink of varying resolution mechanics and techniques at you without any clearly intended assimilation into a coherent whole. And then insufficient "under the hood" advice or strong authorial voice on what plays nice with what and what doesn't play so nice.</p><p></p><p>So, procedurally, how are you going about resolving the "appeal to the gods/God to save the dying man" conflict from the outset of the stakes, to the setting of the scene, to the action declaration, to its resolution and fallout?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6510581, member: 6696971"] I'd be curious to get some 5e GM's thinking on this. I tried to lure folks into a conversation on a focused bit of action resolution regarding a classic genre trope; Tracking. I didn't get any takers. 1) The game expects GMs to set DCs in accordance with a process-simulation approach to the system's construction and play agenda; eg - the more difficult the task, the higher the DC. How in the world would you go about calibrating a Medicine DC for such an action declaration as "appeal to the gods for a miracle"? 2) The framework of the noncombat action resolution system is presented as some parts zoomed-in, granular task resolution and some parts zoomed-out, abstract conflict resolution (offering evidence it is supposed to somehow be both...at the same time...). The game does not mechanically codify a win/loss condition for any conflict like "tracking prey through the wilderness" or "appealing to the gods to save this dying man" (an absence of evidence for conflict resolution). Simultaneously, it offers very vague advice to use "fail forward" when interpreting results (offering evidence that the resolution mechanics support abstract conflict resolution...) ...without delineating "how", "why", or especially "when" and "when not". It doesn't speak to establishing dramatic stakes and players telegraphing intent and results of action declarations and resolution being tethered to this approach (offering evidence that we're to presume that every check is a simulation of a real world process rather than abstract conflict resolution...). It doesn't speak to GM obligations towards rendering the fiction as a campaign win or a campaign loss is cemented (of which the cementing procedure is not canvassed by the resolution mechanics). Its awash in all manner of stuff that is at tension with one another, basically throwing the kitchen sink of varying resolution mechanics and techniques at you without any clearly intended assimilation into a coherent whole. And then insufficient "under the hood" advice or strong authorial voice on what plays nice with what and what doesn't play so nice. So, procedurally, how are you going about resolving the "appeal to the gods/God to save the dying man" conflict from the outset of the stakes, to the setting of the scene, to the action declaration, to its resolution and fallout? [/QUOTE]
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Can a PC perform a miracle with a stat/skill check?
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