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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Ovinomancer" data-source="post: 8114645" data-attributes="member: 16814"><p>I'm absolutely certain, and was when I posted, that abandoning SCs was something you'd be just fine with. I'm a bit surprised that you don't have a similar mechanic for an action declaration that cuts through to the quick and can end in an early success, though -- that seems like following the mechanic is more important that following the fiction which surprises me. Still, there's not reason why you cannot prevent exit on the success side early, the fiction is very fluid after all and another complication can be presented.</p><p></p><p>I suppose, though, that if you have a principle of play that Skill Challenges must be completed according to the mechanics, then, sure, the meta will require this. I don't think that's at all necessary to have functional and effective skill challenges, but that's the fun of principles -- they can differ and you can still have lots of fun. I'm in a phase where I'm strongly in favor of principles being explicit, so they can be examined, improved, and iterated as needed to achieve maximum fun.</p><p></p><p>I really think that they're just an attempt to iterate on complex skill checks. That's what they look like -- instead of just rolling the same check and adding until you get to the DC, you must pass multiple checks of different kinds to get the required number of successes. Seems a direct and natural iteration, with nothing at all to do with enabling story game play. That it does so is the accident.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8114645, member: 16814"] I'm absolutely certain, and was when I posted, that abandoning SCs was something you'd be just fine with. I'm a bit surprised that you don't have a similar mechanic for an action declaration that cuts through to the quick and can end in an early success, though -- that seems like following the mechanic is more important that following the fiction which surprises me. Still, there's not reason why you cannot prevent exit on the success side early, the fiction is very fluid after all and another complication can be presented. I suppose, though, that if you have a principle of play that Skill Challenges must be completed according to the mechanics, then, sure, the meta will require this. I don't think that's at all necessary to have functional and effective skill challenges, but that's the fun of principles -- they can differ and you can still have lots of fun. I'm in a phase where I'm strongly in favor of principles being explicit, so they can be examined, improved, and iterated as needed to achieve maximum fun. I really think that they're just an attempt to iterate on complex skill checks. That's what they look like -- instead of just rolling the same check and adding until you get to the DC, you must pass multiple checks of different kinds to get the required number of successes. Seems a direct and natural iteration, with nothing at all to do with enabling story game play. That it does so is the accident. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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