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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="doctorbadwolf" data-source="post: 8270595" data-attributes="member: 6704184"><p>It literally does! <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" /></p><p></p><p>It doesn’t matter that you think it’s okay that it doesn’t, or whatever, you’re wrong about it not doing so. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>How do you bribe a guard? You use the skill system, first describing how you approach the task, and depending on that description you either succeed, fail, or make an ability check to determine success or failure, including options for non-binary results. You can also use group checks, multiple checks taken together to determine overall results (this is all a skill challenge actually is. It’s multiple rolls to create a success ladder) and which can be with different stats and skills, or you can even use the framework of downtime activities. The game provides multiple options under a pretty clear (though sometimes poorly organized and explained) framework to resolve any task, rather than trying to make a specific rule for every possible task. </p><p></p><p>The point you either keep missing or keep ignoring is the second part of the statement. The statement is, “D&D provides a framework for adjudicating tasks, <strong>and then gets out of the way to let consequences speak for themselves, or allow the DM to employ optional or homebrewed rules if desired.”</strong></p><p></p><p>That is not a lack, or an oversight, or a failure to model anything, it is an active decision to leave room rather than making everything under the sun require the group to reference the rules. Having the tools to figure out how to adjudicate and balance whatever you want to add to the game <em>makes it easier to add things to the game.</em> Not by accident or incidentally, but by design. It is a feature.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8270595, member: 6704184"] It literally does! 😂 It doesn’t matter that you think it’s okay that it doesn’t, or whatever, you’re wrong about it not doing so. 🤷♂️ How do you bribe a guard? You use the skill system, first describing how you approach the task, and depending on that description you either succeed, fail, or make an ability check to determine success or failure, including options for non-binary results. You can also use group checks, multiple checks taken together to determine overall results (this is all a skill challenge actually is. It’s multiple rolls to create a success ladder) and which can be with different stats and skills, or you can even use the framework of downtime activities. The game provides multiple options under a pretty clear (though sometimes poorly organized and explained) framework to resolve any task, rather than trying to make a specific rule for every possible task. The point you either keep missing or keep ignoring is the second part of the statement. The statement is, “D&D provides a framework for adjudicating tasks, [B]and then gets out of the way to let consequences speak for themselves, or allow the DM to employ optional or homebrewed rules if desired.”[/B] That is not a lack, or an oversight, or a failure to model anything, it is an active decision to leave room rather than making everything under the sun require the group to reference the rules. Having the tools to figure out how to adjudicate and balance whatever you want to add to the game [I]makes it easier to add things to the game.[/I] Not by accident or incidentally, but by design. It is a feature. [/QUOTE]
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