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Can we talk about best practices?
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<blockquote data-quote="pemerton" data-source="post: 8339326" data-attributes="member: 42582"><p>This summary makes me agree with [USER=16814]@Ovinomancer[/USER], that this is a bit incoherent with the general premise of 5e D&D that the GM will have pre-authored a significant amount of material.</p><p></p><p>I'm also not a big fan of these sorts of "fiat" solutions to problems. The only game I play which has something like them is Prince Valiant (with its Storyteller Certificates) but in Prince Valiant overcoming challenges is more of a means to the end of play rather than a prime focus of play in and of itself; but I don't think that's a true description of typical D&D play.</p><p></p><p></p><p>In BW the Orc can kill you. Though if you've saved a Persona point (a type of "fate"/"hero" point) you can spend it to have the Will to Live which means that you survive your Mortal Wound, though - depending on further mechanical processes - you may be subject to some fairly serious lingering debuffs. Spending one's last Persona is therefore analogous to "running up the death flag" in those systems that have such a thing.</p><p></p><p>There are three ways to resolve trying to kill an orc by fighting (depending on how much detail one wants to invest into the resolution). But generally the outcome will be one of the two contenders hors-de-combat either due to wounds/death or due to a failure of morale (called Steel in the system). It is possible (depending on resolution method chosen) for the victor to also be wounded.</p><p></p><p>In the secret door case, if the declaration is <em>I search for a secret door </em>then success means <em>I find a secret door that I was searching for</em>. Failure may mean a door is found but there are guards behind it waiting to take you into custody; or that you find a trapdoor in the floor instead (oops!) or that there's nothing to be found (a bit boring, but perhaps apt in some circumstances). I should say that I've never had the secret door declaration itself come up in play - but the last session I played I used Scavenging to find a burning brand in an inn at night without disturbing anyone/anything (a pretty easy check); and in sessions I've GMed a player has used Catacombs-wise for his PC to make his way through the undercity of Hardby (and has failed a few times; once this meant stumbling into a cultist's lair and unleashing a mummy; another time it meant that the two PCs got lost, and so by the time they found where their way the rival whom they'd drugged had recovered and then - by winning an opposed check on Speed - was able to beat them to the destination).</p><p></p><p>Just for the sake of clarity: map and key resolution is not a big part of BW play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8339326, member: 42582"] This summary makes me agree with [USER=16814]@Ovinomancer[/USER], that this is a bit incoherent with the general premise of 5e D&D that the GM will have pre-authored a significant amount of material. I'm also not a big fan of these sorts of "fiat" solutions to problems. The only game I play which has something like them is Prince Valiant (with its Storyteller Certificates) but in Prince Valiant overcoming challenges is more of a means to the end of play rather than a prime focus of play in and of itself; but I don't think that's a true description of typical D&D play. In BW the Orc can kill you. Though if you've saved a Persona point (a type of "fate"/"hero" point) you can spend it to have the Will to Live which means that you survive your Mortal Wound, though - depending on further mechanical processes - you may be subject to some fairly serious lingering debuffs. Spending one's last Persona is therefore analogous to "running up the death flag" in those systems that have such a thing. There are three ways to resolve trying to kill an orc by fighting (depending on how much detail one wants to invest into the resolution). But generally the outcome will be one of the two contenders hors-de-combat either due to wounds/death or due to a failure of morale (called Steel in the system). It is possible (depending on resolution method chosen) for the victor to also be wounded. In the secret door case, if the declaration is [I]I search for a secret door [/I]then success means [I]I find a secret door that I was searching for[/I]. Failure may mean a door is found but there are guards behind it waiting to take you into custody; or that you find a trapdoor in the floor instead (oops!) or that there's nothing to be found (a bit boring, but perhaps apt in some circumstances). I should say that I've never had the secret door declaration itself come up in play - but the last session I played I used Scavenging to find a burning brand in an inn at night without disturbing anyone/anything (a pretty easy check); and in sessions I've GMed a player has used Catacombs-wise for his PC to make his way through the undercity of Hardby (and has failed a few times; once this meant stumbling into a cultist's lair and unleashing a mummy; another time it meant that the two PCs got lost, and so by the time they found where their way the rival whom they'd drugged had recovered and then - by winning an opposed check on Speed - was able to beat them to the destination). Just for the sake of clarity: map and key resolution is not a big part of BW play. [/QUOTE]
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