Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Explain Burning Wheel to me
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dave Turner" data-source="post: 2793068" data-attributes="member: 12329"><p>Jim,</p><p></p><p>I sincerely appreciate your mention of specific D&D mechanics in support of the game. I think we can have some good discussion about them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I worry that my comments here and through the rest of the thread will come off as needlessly semantic or maybe pedantic. Please don't think I'm out to trap you or win the thread.</p><p></p><p>I see the skills and feats you're mentioning as mechanics for resolving social conflict, not as mechanics for roleplaying (that's the part I hope you don't think is needless hair-splitting!). Burning Wheel has social skills and rules for adjudicating social conflicts too; it's called the Duel of Wits. How do you think the Charisma stat <strong>does</strong> support roleplaying? I would suggest that the mere presence of Charisma isn't enough without more mechanics backing it up. Otherwise, it's a "paper tiger".</p><p></p><p>The Bluff or Diplomacy skills don't require me to define my character's personality. Maybe I can highlight the difference by suggesting that social skills and feats tell me the "how" of a character, but not the why. Don't hold me to that analogy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>There are no mechanics in D&D (again, that I'm immediately aware of) that encourage players to adopt a personality for their character and reward players for acting according to that personality. The DMG (on page 41) states that XP awards for roleplaying are purely ad hoc. </p><p></p><p>Burning Wheel has the Artha system, which explicitly tells players and GMs how to reward players for roleplaying. It describes how much Artha should be awarded for particular actions, how Artha can be spent, and even talks about how GMs can tailor Artha rewards to particular styles of play. There is an element of subjectivity in when Artha is awarded, but the discussion of these rules for reinforcing and supporting roleplaying are lightyears ahead of D&D.</p><p></p><p>This, sadly, is where D&D’s legacy of rich tactical combat comes back to haunt it. I think it’s fair to say that D&D provides no mechanical support for “social tactics” of any kind. Where is the “social AC”, the “social hit points”, the “social trip attack”, etc.? D&D’s social conflict resolution system consists of the following: pick a skill, find some modifiers, roll once and narrate. Where’s the tactical decision-making? It certainly doesn’t rise to the level of D&D’s tactical combat decision-making! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I know what you’re thinking. You can just decide to break a particular social conflict into several smaller pieces. You make it an extended skill check that the PCs have to achieve through multiple roles. Nothing really tactical there, is there? You can suck up to the DM for a variety of circumstance bonuses, but that’s not tactical.</p><p></p><p>Burning Wheel, on the other hand, features a social conflict resolution system that closely mirrors the combat system. Players have “social hit points” and attack each other with maneuvers like Incite, Point, Avoid The Topic, and Rebuttal. Every turn in Burning Wheel is called an exchange. In each turn/exchange, there are three volleys. A player must script in advance each maneuver he will use throughout the three volleys. Some Wits maneuvers counter other Wits maneuvers and some maneuvers provide an advantage against other maneuvers. </p><p></p><p>For example, I script in advance that in volley 2 I will make a Point. My opponent has scripted a Rebuttal for volley 2. Unfortunately for me, a Rebuttal counters a Point. My opponent can use some of the dice in his pool to directly reduce mine. If he can reduce my successes to zero and nullify my attack, while he uses the remainder of his dice in the pool to attack my undefended “social hit points”. </p><p></p><p>But why am I spelling it out when you can download the section of the game for free: <a href="http://www.burningwheel.org/pdf/dow_95_108.pdf" target="_blank">http://www.burningwheel.org/pdf/dow_95_108.pdf</a></p></blockquote><p></p>
[QUOTE="Dave Turner, post: 2793068, member: 12329"] Jim, I sincerely appreciate your mention of specific D&D mechanics in support of the game. I think we can have some good discussion about them. :) I worry that my comments here and through the rest of the thread will come off as needlessly semantic or maybe pedantic. Please don't think I'm out to trap you or win the thread. I see the skills and feats you're mentioning as mechanics for resolving social conflict, not as mechanics for roleplaying (that's the part I hope you don't think is needless hair-splitting!). Burning Wheel has social skills and rules for adjudicating social conflicts too; it's called the Duel of Wits. How do you think the Charisma stat [b]does[/b] support roleplaying? I would suggest that the mere presence of Charisma isn't enough without more mechanics backing it up. Otherwise, it's a "paper tiger". The Bluff or Diplomacy skills don't require me to define my character's personality. Maybe I can highlight the difference by suggesting that social skills and feats tell me the "how" of a character, but not the why. Don't hold me to that analogy. ;) There are no mechanics in D&D (again, that I'm immediately aware of) that encourage players to adopt a personality for their character and reward players for acting according to that personality. The DMG (on page 41) states that XP awards for roleplaying are purely ad hoc. Burning Wheel has the Artha system, which explicitly tells players and GMs how to reward players for roleplaying. It describes how much Artha should be awarded for particular actions, how Artha can be spent, and even talks about how GMs can tailor Artha rewards to particular styles of play. There is an element of subjectivity in when Artha is awarded, but the discussion of these rules for reinforcing and supporting roleplaying are lightyears ahead of D&D. This, sadly, is where D&D’s legacy of rich tactical combat comes back to haunt it. I think it’s fair to say that D&D provides no mechanical support for “social tactics” of any kind. Where is the “social AC”, the “social hit points”, the “social trip attack”, etc.? D&D’s social conflict resolution system consists of the following: pick a skill, find some modifiers, roll once and narrate. Where’s the tactical decision-making? It certainly doesn’t rise to the level of D&D’s tactical combat decision-making! ;) I know what you’re thinking. You can just decide to break a particular social conflict into several smaller pieces. You make it an extended skill check that the PCs have to achieve through multiple roles. Nothing really tactical there, is there? You can suck up to the DM for a variety of circumstance bonuses, but that’s not tactical. Burning Wheel, on the other hand, features a social conflict resolution system that closely mirrors the combat system. Players have “social hit points” and attack each other with maneuvers like Incite, Point, Avoid The Topic, and Rebuttal. Every turn in Burning Wheel is called an exchange. In each turn/exchange, there are three volleys. A player must script in advance each maneuver he will use throughout the three volleys. Some Wits maneuvers counter other Wits maneuvers and some maneuvers provide an advantage against other maneuvers. For example, I script in advance that in volley 2 I will make a Point. My opponent has scripted a Rebuttal for volley 2. Unfortunately for me, a Rebuttal counters a Point. My opponent can use some of the dice in his pool to directly reduce mine. If he can reduce my successes to zero and nullify my attack, while he uses the remainder of his dice in the pool to attack my undefended “social hit points”. But why am I spelling it out when you can download the section of the game for free: [url]http://www.burningwheel.org/pdf/dow_95_108.pdf[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Explain Burning Wheel to me
Top