Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Can a PC perform a miracle with a stat/skill check?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 6532096" data-attributes="member: 386"><p>That's a shame; I have trouble wrapping my head around that point of view so I like to hear more about it.</p><p></p><p>One of the other values I see for rules is that they add some texture to the world: spells are cast like this, orcs are like that, fighters can do these things, etc. It satisfies the "Who's stronger, Wolverine or Spider-Man" question. This extends into treasure tables, random encounter tables, and all those neat tables the 5E DMG has. Even if the resolution system is subordinate to the Goals of Play, the other rules make the game world come alive.</p><p></p><p>(Though you don't need to do that in order to make the game world come alive.)</p><p></p><p>Anyway. I'm designing my own game, only slightly based on 4E at this point. I'll sblock it because it's kind of a tangent.</p><p></p><p>[sblock=Using rules]One of the things I wanted to do was to make sure that the player's choices would change the setting. I didn't want the players to have to make a concious decision when playing to change the world - I wanted them to focus on typical D&D play: going into dungeons, defeating traps & monsters, interacting with tricks, getting loot; generally, just adventuring. I didn't want to have to determine, as DM, how much the PC's actions changed the world and in which way - part of it is being lazy, part of it is wanting to be impartial, and part of it is wanting to be surprised.</p><p></p><p>What I did was create a "cycle of play" where the PC's actions would naturally and organically change the setting, a reason for the PCs (and their players) to care about those changes, and a way for the information about how the setting changed to be relayed back to the PCs. This came to a head during last weekend's game: the PC's activities consisted mainly of adventuring in a nearby dungeon, and in the course of doing so they founded a new settlement, saw another grow and their position there change from strangers to leaders, and one NPC organization gain power while another was sent into turmoil.</p><p></p><p>The nice thing about it, from my perspective, was that none of us playing the game had to focus on those things: they just seemed to happen as a result of playing the game and following the rules and procedures for play.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6532096, member: 386"] That's a shame; I have trouble wrapping my head around that point of view so I like to hear more about it. One of the other values I see for rules is that they add some texture to the world: spells are cast like this, orcs are like that, fighters can do these things, etc. It satisfies the "Who's stronger, Wolverine or Spider-Man" question. This extends into treasure tables, random encounter tables, and all those neat tables the 5E DMG has. Even if the resolution system is subordinate to the Goals of Play, the other rules make the game world come alive. (Though you don't need to do that in order to make the game world come alive.) Anyway. I'm designing my own game, only slightly based on 4E at this point. I'll sblock it because it's kind of a tangent. [sblock=Using rules]One of the things I wanted to do was to make sure that the player's choices would change the setting. I didn't want the players to have to make a concious decision when playing to change the world - I wanted them to focus on typical D&D play: going into dungeons, defeating traps & monsters, interacting with tricks, getting loot; generally, just adventuring. I didn't want to have to determine, as DM, how much the PC's actions changed the world and in which way - part of it is being lazy, part of it is wanting to be impartial, and part of it is wanting to be surprised. What I did was create a "cycle of play" where the PC's actions would naturally and organically change the setting, a reason for the PCs (and their players) to care about those changes, and a way for the information about how the setting changed to be relayed back to the PCs. This came to a head during last weekend's game: the PC's activities consisted mainly of adventuring in a nearby dungeon, and in the course of doing so they founded a new settlement, saw another grow and their position there change from strangers to leaders, and one NPC organization gain power while another was sent into turmoil. The nice thing about it, from my perspective, was that none of us playing the game had to focus on those things: they just seemed to happen as a result of playing the game and following the rules and procedures for play.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Can a PC perform a miracle with a stat/skill check?
Top