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General Tabletop Discussion
*TTRPGs General
How much back story do you allow/expect at the start of the game?
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<blockquote data-quote="The Crimson Binome" data-source="post: 7292421" data-attributes="member: 6775031"><p>Sure, but massive luck doesn't come up even five percent of the time, and the die is incapable of finer granularity than that. That's why you can't dodge while paralyzed or restrained, and an attack against you is automatically a crit if you're unconscious.</p><p></p><p>I agree, but I doubt the narration at most tables would alter the circumstances to quite the degree of the example. In most games, the initial integrity of the chain is not something which can <em>causally</em> be affected by your ability to evade dragon fire; likewise with where you were standing at the time the dragon breathed. Most tables (in my experience) would narrate that you somehow managed to turn your back to the blast, which is why you took half damage instead of full.</p><p></p><p>That is somewhat of an inconsistency in play, now that you mention it. I guess that making the social process conform to the standard process might cause problems, because players expect to have a high degree of control over what they say, and telling someone to verbalize the exact words of a failed check would seem like an artificial constraint on their ability to role-play; so instead, the character says exactly what the player intends for them to say, and the roll determines how that approach is received.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7292421, member: 6775031"] Sure, but massive luck doesn't come up even five percent of the time, and the die is incapable of finer granularity than that. That's why you can't dodge while paralyzed or restrained, and an attack against you is automatically a crit if you're unconscious. I agree, but I doubt the narration at most tables would alter the circumstances to quite the degree of the example. In most games, the initial integrity of the chain is not something which can [I]causally[/I] be affected by your ability to evade dragon fire; likewise with where you were standing at the time the dragon breathed. Most tables (in my experience) would narrate that you somehow managed to turn your back to the blast, which is why you took half damage instead of full. That is somewhat of an inconsistency in play, now that you mention it. I guess that making the social process conform to the standard process might cause problems, because players expect to have a high degree of control over what they say, and telling someone to verbalize the exact words of a failed check would seem like an artificial constraint on their ability to role-play; so instead, the character says exactly what the player intends for them to say, and the roll determines how that approach is received. [/QUOTE]
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How much back story do you allow/expect at the start of the game?
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