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<blockquote data-quote="Cyberen" data-source="post: 6422321" data-attributes="member: 69074"><p>In Gygaxian D&D, the "GM's purview" is more often than not generated on the fly, relying on random tables. The idea of giving the Players some means to influence those random rolls is afaict not present in AD&D or before, but doesn't feel too far fetched to be excluded from "traditional" RPG.</p><p>In the good ol'days, the tools given to players were essentially put in the spell list, which restricted their access to spell casting classes (not really a problem when the PC group is considered as a whole, but not necessarily a good spotlight sharing tool), and given out on a strict power level basis : many mid-level spells would trivialize the mystery of the guard bewitched by a succubus. 3e and, to a greater extent, 4e, have put forward skills which blur the frontier between mundane and magic. [MENTION=42582]pemerton[/MENTION] seems glad to make the jump as far as to allow player fiat to channel via those skills to the extent of scene framing (and it seems to work great !), as in the example of Streetwise helping a PC to furnish a street scene, or, in another thread, Aragorn to Track an orc warband by hearing them through the ground more than twelve miles away. 5e has shyed from this "skills as spells" approach, but gives PCs plenty of fiat tools, through their Background, Inspiration and Spells (in 5e, Aragorn has Commune with Nature on his spell list).</p><p>I envision Inspiration as a Fate point mechanic in these kind of situations : if your character is skilled in Streetwise, he should definitely shine in a scene set in a back alley. A "Spend Inspiration to get some fiat" rule would do a lot to give this precept some teeth while keeping it balanced across the screen and between players.</p><p>To solve riddles and mysteries, I would love to use a Skill Challenge framework, with success/failures earned through a mix of skill rolls and explicit decisions, and Inspiration as wildcards...</p></blockquote><p></p>
[QUOTE="Cyberen, post: 6422321, member: 69074"] In Gygaxian D&D, the "GM's purview" is more often than not generated on the fly, relying on random tables. The idea of giving the Players some means to influence those random rolls is afaict not present in AD&D or before, but doesn't feel too far fetched to be excluded from "traditional" RPG. In the good ol'days, the tools given to players were essentially put in the spell list, which restricted their access to spell casting classes (not really a problem when the PC group is considered as a whole, but not necessarily a good spotlight sharing tool), and given out on a strict power level basis : many mid-level spells would trivialize the mystery of the guard bewitched by a succubus. 3e and, to a greater extent, 4e, have put forward skills which blur the frontier between mundane and magic. [MENTION=42582]pemerton[/MENTION] seems glad to make the jump as far as to allow player fiat to channel via those skills to the extent of scene framing (and it seems to work great !), as in the example of Streetwise helping a PC to furnish a street scene, or, in another thread, Aragorn to Track an orc warband by hearing them through the ground more than twelve miles away. 5e has shyed from this "skills as spells" approach, but gives PCs plenty of fiat tools, through their Background, Inspiration and Spells (in 5e, Aragorn has Commune with Nature on his spell list). I envision Inspiration as a Fate point mechanic in these kind of situations : if your character is skilled in Streetwise, he should definitely shine in a scene set in a back alley. A "Spend Inspiration to get some fiat" rule would do a lot to give this precept some teeth while keeping it balanced across the screen and between players. To solve riddles and mysteries, I would love to use a Skill Challenge framework, with success/failures earned through a mix of skill rolls and explicit decisions, and Inspiration as wildcards... [/QUOTE]
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