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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6196214" data-attributes="member: 6696971"><p>Its similar to 4e in that there are several core, codified "moves" with explicit outcomes and codified class/race moves with explicit, codified outcomes. For instance "Hack and Slash" is on 10 + you do your damage to the enemy and avoid any counterattack. Conversely, you can do an extra + 1d6 and expose yourself to counterattack. 7-9 is do your damage but expose yourself to counterattack. Then there are contextual interaction moves with the environment that have complications framed by the GM around the relevant stakes at hand, scene tags (distinctions in MHRP or aspects in Fate). There is a lot of very sound complication generation advice in the book that is centered around <a href="http://www.enworld.org/forum/showthread.php?342174-Skill-Challenge-Depot&p=6193291&viewfull=1#post6193291" target="_blank">creating dynamic adventures, complicating characters' lives and providing compelling choices for the players to follow-up with their own moves</a>; exception based design. Somewhere in this thread early on (I'm sorry I don't have the time to look it up), I composed a quick Dungeon World resolution example that maps to the Black Dragon Lair. If you want to look for it, it is well upthread.</p><p></p><p>The modifiers are simplistic (take +/-1 forward) and are in codified moves and in play after resolution or they can be placed as one of the GM-offered complications that PCs can choose to take or not during Basic Outcome resolution. You roll 2d6 + Str/Dex/Con/Int/Wis/Cha mod (depending on the move) and maybe a - 1 or + 1 if its in play due to something that happened prior.</p><p></p><p>Before you consider whether the concept of "GM-force" is internally consistent (which obviously this exercise is about <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=":)" />), please make sure to consider the definition (that folks pretty much universally agree on) I've posted above. Framing a scene and offering outcomes is not force. That is just GMing 101. "Roll the dice or say yes" is the antithesis of force. If you say yes, you're allowing player fiat. If you roll the dice, you've framed the scene, you're engaging the action resolution mechanics to "see what happens", and allowing the players to choose outcomes of which you specifically CANNOT make moves against them off of (that is their insurance). If they do not choose a complication (say that don't choose "you hear the sounds of muffled voices immediately cut-off somewhere down the hallway"), then it is "fair game" to invoke that complication and "make a move" that stems from it. GM frames scene, resolution mechanics are engaged in which PCs deploy resources, scene is resolved based off of (A) framed scene (with its relevant tags)/stakes, (B) player resource deployment/decision-making, (C) fortune resolution, (D) player choices of potential complications generated by the synthesis of A and B, (E) GM follows up with own move, based on remaining complications (if any remain), and frames the new situation.</p><p></p><p></p><p></p><p>I will check it out at some point here in the near future. Unfortunately, I don't have time to post another grotesquely comprehensive post (which appears to be the only kind I'm capable of...WTB brevity...PST).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6196214, member: 6696971"] Its similar to 4e in that there are several core, codified "moves" with explicit outcomes and codified class/race moves with explicit, codified outcomes. For instance "Hack and Slash" is on 10 + you do your damage to the enemy and avoid any counterattack. Conversely, you can do an extra + 1d6 and expose yourself to counterattack. 7-9 is do your damage but expose yourself to counterattack. Then there are contextual interaction moves with the environment that have complications framed by the GM around the relevant stakes at hand, scene tags (distinctions in MHRP or aspects in Fate). There is a lot of very sound complication generation advice in the book that is centered around [URL="http://www.enworld.org/forum/showthread.php?342174-Skill-Challenge-Depot&p=6193291&viewfull=1#post6193291"]creating dynamic adventures, complicating characters' lives and providing compelling choices for the players to follow-up with their own moves[/URL]; exception based design. Somewhere in this thread early on (I'm sorry I don't have the time to look it up), I composed a quick Dungeon World resolution example that maps to the Black Dragon Lair. If you want to look for it, it is well upthread. The modifiers are simplistic (take +/-1 forward) and are in codified moves and in play after resolution or they can be placed as one of the GM-offered complications that PCs can choose to take or not during Basic Outcome resolution. You roll 2d6 + Str/Dex/Con/Int/Wis/Cha mod (depending on the move) and maybe a - 1 or + 1 if its in play due to something that happened prior. Before you consider whether the concept of "GM-force" is internally consistent (which obviously this exercise is about :)), please make sure to consider the definition (that folks pretty much universally agree on) I've posted above. Framing a scene and offering outcomes is not force. That is just GMing 101. "Roll the dice or say yes" is the antithesis of force. If you say yes, you're allowing player fiat. If you roll the dice, you've framed the scene, you're engaging the action resolution mechanics to "see what happens", and allowing the players to choose outcomes of which you specifically CANNOT make moves against them off of (that is their insurance). If they do not choose a complication (say that don't choose "you hear the sounds of muffled voices immediately cut-off somewhere down the hallway"), then it is "fair game" to invoke that complication and "make a move" that stems from it. GM frames scene, resolution mechanics are engaged in which PCs deploy resources, scene is resolved based off of (A) framed scene (with its relevant tags)/stakes, (B) player resource deployment/decision-making, (C) fortune resolution, (D) player choices of potential complications generated by the synthesis of A and B, (E) GM follows up with own move, based on remaining complications (if any remain), and frames the new situation. I will check it out at some point here in the near future. Unfortunately, I don't have time to post another grotesquely comprehensive post (which appears to be the only kind I'm capable of...WTB brevity...PST). [/QUOTE]
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