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I Like The Simple Fighter [ducks]
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<blockquote data-quote="Mark CMG" data-source="post: 5950700" data-attributes="member: 10479"><p>Maybe. Sometimes that is precisely the opposite. I don't believe in always making things possible. So, too, sometimes something being more difficult and resulting in failure is more incentive than succeeding at something where the bar was lowered.</p><p></p><p></p><p></p><p></p><p></p><p>Yes. I point that out in my last post.</p><p></p><p></p><p></p><p></p><p></p><p>Nope, there's your assumptive error. In fact it is two maneuvers and an attack. And, btw, tying maneuvers to attacks is not necessarily good design. I might narratively want to perform that maneuver to get to a comrade and pull them down before a blast goes off or to get to the other side of a table only to reach up and snag a silver chalice. Don't get locked into restrictive design that steers roleplaying games toward combat.</p><p></p><p></p><p></p><p></p><p></p><p>Only because you're approaching this as someone who has made up his mind that a single roll is better. A player who needs to make a roll, or two rolls, or three rolls, finds that they feel more accomplished after succeeding at three rather than just at two and so on, whether those rolls come as part of a set or individually.</p><p></p><p></p><p></p><p></p><p></p><p>You don't HAVE to do anything. It's just good DMing to keep things interesting and layered and when an opportunity presents itself, you often take it. I have to admit, though, this is the first time since beginning to RPG in 1974 that I seem to have come up against someone so against improvisation in an RPG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Anyway, I don't dictate arcs as a DM, I allow the actions of the players to do so. The game isn't a story until it has already been played. They explore the environment, I facilitate their senses. They take actions, I adjudicate and use resolution mechanics to determine the outcome, then I fill them in based on what they are capable of knowing (their version of the consequences of their actions).</p><p></p><p></p><p></p><p></p><p></p><p>Sure, you could combine them for less effect. It's worth pointing out, though, that there's a contradictory attitude regarding what you believe to be restrictive in resolution mechanics and what you seem to feel is the DM's job regarding how game becomes story.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5950700, member: 10479"] Maybe. Sometimes that is precisely the opposite. I don't believe in always making things possible. So, too, sometimes something being more difficult and resulting in failure is more incentive than succeeding at something where the bar was lowered. Yes. I point that out in my last post. Nope, there's your assumptive error. In fact it is two maneuvers and an attack. And, btw, tying maneuvers to attacks is not necessarily good design. I might narratively want to perform that maneuver to get to a comrade and pull them down before a blast goes off or to get to the other side of a table only to reach up and snag a silver chalice. Don't get locked into restrictive design that steers roleplaying games toward combat. Only because you're approaching this as someone who has made up his mind that a single roll is better. A player who needs to make a roll, or two rolls, or three rolls, finds that they feel more accomplished after succeeding at three rather than just at two and so on, whether those rolls come as part of a set or individually. You don't HAVE to do anything. It's just good DMing to keep things interesting and layered and when an opportunity presents itself, you often take it. I have to admit, though, this is the first time since beginning to RPG in 1974 that I seem to have come up against someone so against improvisation in an RPG. ;) Anyway, I don't dictate arcs as a DM, I allow the actions of the players to do so. The game isn't a story until it has already been played. They explore the environment, I facilitate their senses. They take actions, I adjudicate and use resolution mechanics to determine the outcome, then I fill them in based on what they are capable of knowing (their version of the consequences of their actions). Sure, you could combine them for less effect. It's worth pointing out, though, that there's a contradictory attitude regarding what you believe to be restrictive in resolution mechanics and what you seem to feel is the DM's job regarding how game becomes story. [/QUOTE]
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I Like The Simple Fighter [ducks]
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