LostSoul
Adventurer
I don't mean to derail the thread too much, so I'll just answer all this "one rule to rule them all" stuff here.
Does D&D have a rule that covers, hmm, let's say, seducing someone?
No, it doesn't.
Well, it does, in that it has DM fiat; but that's what the OP was talking about when he said no rule covers all eventualities. I'm pointing out you can have a mechanical rule that resolves actions without having to rely on fiat. (Except when to call for a roll, but that's a completely different thing from what I'm talking about.)
With this little mechanic, there are no such situations.
Nothing is impossible! It's a feature, not a flaw.
If this was a rule in a game somewhere, the game would have to rely on player's tastes to resolve things like this. In a gritty game, you might not want to try anything crazy. If it's not so gritty, let's say a psychedelic drug-trip game, eating your head might be possible and not even call for a roll!
Well, you probably wouldn't need a DM since the player to your right is generating adversity for you. If you did have a DM, he'd have different responsibilities.
It's not a game, though; it's just a resolution mechanic. That's why it looks so silly.
What you call "World Knowledge" I call "personal taste". I don't think "This is what I think is cool" is an unstated rule.
I don't see why that means you can't resolve any action with that rule.
Fifth Element said:That's rather disengenuous. If that's what you mean by having rules for every possibility, then all RPGs could be considered to have rules for every possibility, and the distinction becomes meaningless.
Does D&D have a rule that covers, hmm, let's say, seducing someone?
No, it doesn't.
Well, it does, in that it has DM fiat; but that's what the OP was talking about when he said no rule covers all eventualities. I'm pointing out you can have a mechanical rule that resolves actions without having to rely on fiat. (Except when to call for a roll, but that's a completely different thing from what I'm talking about.)
Vurt said:How does it deal with situations where you cannot succeed or fail?
With this little mechanic, there are no such situations.
Vurt said:What happens if I roll a success trying to do something impossible? For example, if I try to eat my head, or stick my (very human) elbow in my ear?
Nothing is impossible! It's a feature, not a flaw.

If this was a rule in a game somewhere, the game would have to rely on player's tastes to resolve things like this. In a gritty game, you might not want to try anything crazy. If it's not so gritty, let's say a psychedelic drug-trip game, eating your head might be possible and not even call for a roll!
Thornir Alekeg said:How about a real rule? The only thing this rule really does is give the potential to make any game completely silly:
Well, you probably wouldn't need a DM since the player to your right is generating adversity for you. If you did have a DM, he'd have different responsibilities.
It's not a game, though; it's just a resolution mechanic. That's why it looks so silly.
Raven Crowking said:EDIT: Got to the part where you claimed that one rule covers all possibilities. I do not believe that to be accurate, even in the example that you give. As with the DM in the OP, the player on the right is relying upon unstated "world knowledge" rules to determine when the die should, or should not, be rolled. In addition, the entire group is relying upon unstated "world knowledge" rules to determine whether something should be allowed, whether the die is rolled or not.
What you call "World Knowledge" I call "personal taste". I don't think "This is what I think is cool" is an unstated rule.
I don't see why that means you can't resolve any action with that rule.