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How to model a party of cinematically charismatic heroes?
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<blockquote data-quote="5ekyu" data-source="post: 7306784" data-attributes="member: 6919838"><p>Actually iserith i dont think i came close to asserting you were not using middle path. What i did try to show is there is a rather broad spectrum in the middle path based on how much the GM uses the auto-play by dint of their personal threshold for where "no chance of failure" etc kicks in. Some, perhaps many, set that threshold at mostly the obvious too eady stuff like not rolling to walk across floor. Others obviously may set that higher allowing more and more situations to be resolved with only the player's skill in the player-gm interaction being involved in a given circumstance with no reference to character skill.</p><p></p><p>I see a number of potential pitfalls with putting more and more of the resolutions into the gm-player interaction (with no character stst and mechanics) involved (even if they were not listed in the DMG.) </p><p></p><p>As for how much you use it in fact in your game (i never implied you never used mechanics btw) i take you at your word thats its enough that trying to get more auto-play is a better more winning strategy that you specifically mention it so often here as "strstegy" and even go into other games and advise those players of the same. </p><p></p><p>Are you now trying to say this is a minor thing, not that critical, not that important etc for your games, that it wont produce a siginificant difference in success? </p><p></p><p>If so that seems a new take on its significance.</p><p></p><p>But that spectrum of how much of the ability check gameplay falls into "player-gm" resolution without ever needing "character and mechanics" involved has no right or wrong answer in the midfle path or even the other paths. Different RPGs and different tables within given RPGs are all over the place.</p><p></p><p>My preference is to have the resolution after scene setup and action description/approach to be mostly in the hands of "character-mechanics" (or at least in the shadow of those) rather than in the "GM decides" based on the "GM-Player" dialog especially for important matters (with exceptions only for the more extreme beyond easy and out of possibility cases.)</p><p></p><p>I also find it keeps the gameplay not as much like two separate systems - one for fighting and other such cases (where that 1 and 20 rule means almost always mechanics and charactrr in play in the resolution) and one for ability checks (where the GM tells you its best strategy as player to keep mechanics out of play in the resolution altogether by succeeding at the auto-play side.)</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p> </p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7306784, member: 6919838"] Actually iserith i dont think i came close to asserting you were not using middle path. What i did try to show is there is a rather broad spectrum in the middle path based on how much the GM uses the auto-play by dint of their personal threshold for where "no chance of failure" etc kicks in. Some, perhaps many, set that threshold at mostly the obvious too eady stuff like not rolling to walk across floor. Others obviously may set that higher allowing more and more situations to be resolved with only the player's skill in the player-gm interaction being involved in a given circumstance with no reference to character skill. I see a number of potential pitfalls with putting more and more of the resolutions into the gm-player interaction (with no character stst and mechanics) involved (even if they were not listed in the DMG.) As for how much you use it in fact in your game (i never implied you never used mechanics btw) i take you at your word thats its enough that trying to get more auto-play is a better more winning strategy that you specifically mention it so often here as "strstegy" and even go into other games and advise those players of the same. Are you now trying to say this is a minor thing, not that critical, not that important etc for your games, that it wont produce a siginificant difference in success? If so that seems a new take on its significance. But that spectrum of how much of the ability check gameplay falls into "player-gm" resolution without ever needing "character and mechanics" involved has no right or wrong answer in the midfle path or even the other paths. Different RPGs and different tables within given RPGs are all over the place. My preference is to have the resolution after scene setup and action description/approach to be mostly in the hands of "character-mechanics" (or at least in the shadow of those) rather than in the "GM decides" based on the "GM-Player" dialog especially for important matters (with exceptions only for the more extreme beyond easy and out of possibility cases.) I also find it keeps the gameplay not as much like two separate systems - one for fighting and other such cases (where that 1 and 20 rule means almost always mechanics and charactrr in play in the resolution) and one for ability checks (where the GM tells you its best strategy as player to keep mechanics out of play in the resolution altogether by succeeding at the auto-play side.) Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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