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General Tabletop Discussion
*Pathfinder & Starfinder
How to play music, forge a sword and so on
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<blockquote data-quote="grickherder" data-source="post: 4679249" data-attributes="member: 68043"><p>The basic issue here is determining how authoritative a given statement/result is in the shared story. Players often think that something their character does isn't legitimately authoritative in the shared story unless it was backed up by dice rolling or some appeal to the rules. Something to give it weight or to give the player the sense they earned it.</p><p></p><p>But if no one has a stake in the statement or result <strong>not</strong> becoming part of the shared story, there's no need for an appeal to rules or dice.</p><p></p><p>For example, say there's a skill challenge to woo the Eladrin noble into sending troops to help defend a human village. One character decides to make the Eladrin noble a beautiful long sword and a matching hunting spear. Skill to use? Diplomacy. If you roll high, you have a positive effect on the Eladrin noble. If you roll low, you have a negative effect.</p><p></p><p>But what about the quality of the sword and the spear? It could be either way. Perhaps you rolled a 2, and while the sword and the spear are of the finest dwarven craftsmanship, the Eladrin noble's business ventures as a youth failed because of competition from superior dwarven made goods. Or you rolled a 19 but the goods could be sub par but the Eladrin is impressed by the time spent and the attempt to pay homage to their traditions.</p><p></p><p>What's at stake? Concentrate on that rather than trying to give traction through the dice or rules.</p></blockquote><p></p>
[QUOTE="grickherder, post: 4679249, member: 68043"] The basic issue here is determining how authoritative a given statement/result is in the shared story. Players often think that something their character does isn't legitimately authoritative in the shared story unless it was backed up by dice rolling or some appeal to the rules. Something to give it weight or to give the player the sense they earned it. But if no one has a stake in the statement or result [B]not[/B] becoming part of the shared story, there's no need for an appeal to rules or dice. For example, say there's a skill challenge to woo the Eladrin noble into sending troops to help defend a human village. One character decides to make the Eladrin noble a beautiful long sword and a matching hunting spear. Skill to use? Diplomacy. If you roll high, you have a positive effect on the Eladrin noble. If you roll low, you have a negative effect. But what about the quality of the sword and the spear? It could be either way. Perhaps you rolled a 2, and while the sword and the spear are of the finest dwarven craftsmanship, the Eladrin noble's business ventures as a youth failed because of competition from superior dwarven made goods. Or you rolled a 19 but the goods could be sub par but the Eladrin is impressed by the time spent and the attempt to pay homage to their traditions. What's at stake? Concentrate on that rather than trying to give traction through the dice or rules. [/QUOTE]
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How to play music, forge a sword and so on
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