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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="loverdrive" data-source="post: 8270369" data-attributes="member: 7027139"><p>Most flashbacks are supposed to cost 0-1 stress, and, yeah, resists are costly, but not <em>that</em> necessary when the position isn't desperate. I'd say the main limiting factor for Blades characters to be awesome and hyper-prepared is actually money. Oh, and also there are probably two times more PCs than there are players, and each comes with a 9-slot stress track...</p><p></p><p>D&D characters, on the other hand, are resilient as all nine hells (it's not like any scoundrel in Doskvol can reliably survive a fall from 10-floor building, and then proceed with their day as if nothing happened), but they can't just say "no, no, we didn't alert the guards". When the dice hit the table and the GM tells you what happens next, it happens. Deal with it.</p><p></p><p></p><p>That's a very weird definition of "support" -- by which every system has support for everything (in any system you can just make judgment calls, and if we allow ignoring and modifying rules, then even the sky is no limit). Doesn't sound like a useful metric for me.</p><p></p><p>What I mean (and think is a common understanding of the phrase) by "[X] has support for [Y]" is "[X] significantly helps when doing [Y]". You know, <em>provides support</em>.</p><p></p><p>Running a heist in D&D would require pulling rulings outta thin air at every turn, and just following the rules wouldn't lead to a cool heisting experience.</p><p></p><p></p><p>Is there a framework, though? I wouldn't call "Choose an Ability, a Skill, figure out a DC, roll the dice, and decide what happens next" a framework, especially compared to, say, the Agenda, Principles, and soft move - hard move structure of PbtA.</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8270369, member: 7027139"] Most flashbacks are supposed to cost 0-1 stress, and, yeah, resists are costly, but not [I]that[/I] necessary when the position isn't desperate. I'd say the main limiting factor for Blades characters to be awesome and hyper-prepared is actually money. Oh, and also there are probably two times more PCs than there are players, and each comes with a 9-slot stress track... D&D characters, on the other hand, are resilient as all nine hells (it's not like any scoundrel in Doskvol can reliably survive a fall from 10-floor building, and then proceed with their day as if nothing happened), but they can't just say "no, no, we didn't alert the guards". When the dice hit the table and the GM tells you what happens next, it happens. Deal with it. That's a very weird definition of "support" -- by which every system has support for everything (in any system you can just make judgment calls, and if we allow ignoring and modifying rules, then even the sky is no limit). Doesn't sound like a useful metric for me. What I mean (and think is a common understanding of the phrase) by "[X] has support for [Y]" is "[X] significantly helps when doing [Y]". You know, [I]provides support[/I]. Running a heist in D&D would require pulling rulings outta thin air at every turn, and just following the rules wouldn't lead to a cool heisting experience. Is there a framework, though? I wouldn't call "Choose an Ability, a Skill, figure out a DC, roll the dice, and decide what happens next" a framework, especially compared to, say, the Agenda, Principles, and soft move - hard move structure of PbtA. [/QUOTE]
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