Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
I want my actions to matter
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9228922" data-attributes="member: 42582"><p>One of the issues here goes to "no weasels". That is, can the players fish for the DC and then back out? The recommended approach in Burning Wheel is <em>no</em>.</p><p></p><p>So the overall approach is - the GM describes the scene (the drizzle, the wall, its brick-y verticality, and its rain-c.aused slickness); then the player declares their action; then the obstacles is assessed, using the detailed rules for doing so; then the player brings to bear whatever player-side resources they want to (eg appropriate skill(s), gear, traits, artha, etc).</p><p></p><p>As per what I quoted upthread, the obstacle communicates to the player, in game play terms, the challenges the character is facing in the fiction: in this imagined scenario, the obstacle would be Ob 4 (base Ob 3 for the wall, +1 Ob for the drizzle), or Ob 7 (ie a double Ob penalty before modifications) without gear. Generally, in Burning Wheel, any obstacle above 3 is considered tough. The player feels the slickness of the wall in that +1 Ob penalty.</p><p></p><p>Torchbearer 2e takes a similar approach (Scholar's Guide, pp 214-5):</p><p></p><p style="margin-left: 20px">The game master paints the world through their descriptions. Players perceive through what the game master describes. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Describe the atmosphere and characters’ surroundings in an evocative and economical manner. Don’t describe too much. Provide the bare bones of what the characters can discern with a casual glance, listen, sniff, etc.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Neither should the game master tell players, “There’s a problem. It’s Ob 4 to fix it.” Rather, describe the environs, the sounds and the smells. Give hints and goad the players into action, then ask them, “What do you do?” . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Let the players describe their characters’ interactions with the surroundings. Once they reach a point where they are in danger or where forward progress is blocked by an obstacle, call on them to test a skill or ability. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Once you call for a test, the players are committed. The player making the test should gather dice for the skill or ability being called for. Players who described their help and who have a skill or wise relevant to the test should add their helping dice. Anyone who described helping is committed. No backsies.</p><p></p><p>I think 4e D&D works best approached in a similar fashion: with the player decision-making focused on <em>overcoming this obstacle that the GM has framed and the player has had their PC interact with</em> (and using powers, action points, etc), rather than back-and-forth haggling over DCs and approaches and the game never actually moving.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9228922, member: 42582"] One of the issues here goes to "no weasels". That is, can the players fish for the DC and then back out? The recommended approach in Burning Wheel is [I]no[/I]. So the overall approach is - the GM describes the scene (the drizzle, the wall, its brick-y verticality, and its rain-c.aused slickness); then the player declares their action; then the obstacles is assessed, using the detailed rules for doing so; then the player brings to bear whatever player-side resources they want to (eg appropriate skill(s), gear, traits, artha, etc). As per what I quoted upthread, the obstacle communicates to the player, in game play terms, the challenges the character is facing in the fiction: in this imagined scenario, the obstacle would be Ob 4 (base Ob 3 for the wall, +1 Ob for the drizzle), or Ob 7 (ie a double Ob penalty before modifications) without gear. Generally, in Burning Wheel, any obstacle above 3 is considered tough. The player feels the slickness of the wall in that +1 Ob penalty. Torchbearer 2e takes a similar approach (Scholar's Guide, pp 214-5): [indent]The game master paints the world through their descriptions. Players perceive through what the game master describes. . . . Describe the atmosphere and characters’ surroundings in an evocative and economical manner. Don’t describe too much. Provide the bare bones of what the characters can discern with a casual glance, listen, sniff, etc. Neither should the game master tell players, “There’s a problem. It’s Ob 4 to fix it.” Rather, describe the environs, the sounds and the smells. Give hints and goad the players into action, then ask them, “What do you do?” . . . Let the players describe their characters’ interactions with the surroundings. Once they reach a point where they are in danger or where forward progress is blocked by an obstacle, call on them to test a skill or ability. . . . Once you call for a test, the players are committed. The player making the test should gather dice for the skill or ability being called for. Players who described their help and who have a skill or wise relevant to the test should add their helping dice. Anyone who described helping is committed. No backsies.[/indent] I think 4e D&D works best approached in a similar fashion: with the player decision-making focused on [I]overcoming this obstacle that the GM has framed and the player has had their PC interact with[/I] (and using powers, action points, etc), rather than back-and-forth haggling over DCs and approaches and the game never actually moving. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I want my actions to matter
Top