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<blockquote data-quote="EzekielRaiden" data-source="post: 8928762" data-attributes="member: 6790260"><p>Exactly.</p><p></p><p>[USER=4937]@Celebrim[/USER] As an example, <em>Bend Bars, Lift Gates</em> explicitly includes the option to declare that, whatever damage you did, <em>you can fix the thing again without a lot of effort</em>. This recontextualizes any "breaking" you might be doing into something more like bending, dislodging, or detaching, which is highly useful for stealth or intrigue contexts (e.g. leaving no evidence you were there.) Or you can declare that <em>nothing of value is damaged</em>, which has <em>all kinds</em> of recontextualization effects: "nothing of value" also refers to things <em>you</em> value, in addition to things <em>others</em> value, so it's got self-protection elements. These are <em>WAY</em> above and beyond what any version of D&D (except, possibly, 4e!) has allowed players to do with a single skill. Declaring you can fix it again easily, nothing of value was damaged, <em>and</em> it doesn't make an inordinate amount of nose? That's easily three skill checks back to back (strength check, likely either some kind of saving throw or some kind of Wisdom/Perception check, and a stealth check), and that's from a relatively permissive "trad D&D" DM. Many "trad D&D" DMs fall prey to the "keep rolling stealth to stay hidden" problem--whatever feat of physical prowess is the target of <em>BBLG</em>, it could very easily be something "trad D&D" DMs would expect to require <em>multiple</em> rolls.</p><p></p><p>Further, as is often the case for DW moves, the things you <em>do not</em> choose automatically become valid playing pieces for the GM to frame the scene with. Say the player rolls a full success on <em>Bend Bars, Lift Gates</em>. They choose the three options already listed: easily fixable, valuables undamaged, not an inordinate amount of noise. That means the player didn't (and couldn't) choose "it doesn't take a long time," which per the DW rules is a "Golden Opportunity" that invites GM moves. Clearly, the player is prioritizing stealth or at least trying not to leave noticeable signs--but needing to take a long time to do something is always a risk, sometimes a big one, when you're trying to go unnoticed. The fact that the player <em>didn't</em> choose "it doesn't take a long time" recontextualizes the scene just as much as the fact that they <em>did</em> choose the other three things.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8928762, member: 6790260"] Exactly. [USER=4937]@Celebrim[/USER] As an example, [I]Bend Bars, Lift Gates[/I] explicitly includes the option to declare that, whatever damage you did, [I]you can fix the thing again without a lot of effort[/I]. This recontextualizes any "breaking" you might be doing into something more like bending, dislodging, or detaching, which is highly useful for stealth or intrigue contexts (e.g. leaving no evidence you were there.) Or you can declare that [I]nothing of value is damaged[/I], which has [I]all kinds[/I] of recontextualization effects: "nothing of value" also refers to things [I]you[/I] value, in addition to things [I]others[/I] value, so it's got self-protection elements. These are [I]WAY[/I] above and beyond what any version of D&D (except, possibly, 4e!) has allowed players to do with a single skill. Declaring you can fix it again easily, nothing of value was damaged, [I]and[/I] it doesn't make an inordinate amount of nose? That's easily three skill checks back to back (strength check, likely either some kind of saving throw or some kind of Wisdom/Perception check, and a stealth check), and that's from a relatively permissive "trad D&D" DM. Many "trad D&D" DMs fall prey to the "keep rolling stealth to stay hidden" problem--whatever feat of physical prowess is the target of [I]BBLG[/I], it could very easily be something "trad D&D" DMs would expect to require [I]multiple[/I] rolls. Further, as is often the case for DW moves, the things you [I]do not[/I] choose automatically become valid playing pieces for the GM to frame the scene with. Say the player rolls a full success on [I]Bend Bars, Lift Gates[/I]. They choose the three options already listed: easily fixable, valuables undamaged, not an inordinate amount of noise. That means the player didn't (and couldn't) choose "it doesn't take a long time," which per the DW rules is a "Golden Opportunity" that invites GM moves. Clearly, the player is prioritizing stealth or at least trying not to leave noticeable signs--but needing to take a long time to do something is always a risk, sometimes a big one, when you're trying to go unnoticed. The fact that the player [I]didn't[/I] choose "it doesn't take a long time" recontextualizes the scene just as much as the fact that they [I]did[/I] choose the other three things. [/QUOTE]
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