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General Tabletop Discussion
*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="JamesonCourage" data-source="post: 5628298" data-attributes="member: 6668292"><p>No, you got all of what I was trying to communicate correct. Discussion accomplished <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>Within the game I'm running (the game I created), you can earn Luck Points by taking risks above and beyond normal (fortune favors the bold and all that), as well as playing up optional Complications.</p><p></p><p>Complications are optional characteristics about your PC that have no mechanical dealings (other than garnering your Luck Points), though they help to describe your character. Whenever a complication either saves you or the party from great misfortune, you gain a Luck Point. Or, whenever it brings great misfortune to you or the party, you gain a Luck Point.</p><p></p><p>One of my players has the Complications "alcohol" and "protect the defenseless". Whenever his interest with alcohol significantly helps or hurts the party, his gains a Luck Point. The same goes for him going out of his way to protect the defenseless.</p><p></p><p>Luck Points can then be spent in sets of 1, 2, or 3. The more Luck Points you spend, the better the result. For example, you can get a +1 bonus to a roll for 1 Luck Point. You could, alternatively, lower the DC by 3 of a check for 3 Luck Points. You can also reroll dice before hearing the result (or force enemy rerolls if they're directly opposing you). A single point is just a reroll; 2 points guarantees you the better result; 3 points guarantees at least the top or bottom half of the die roll naturally (your choice).</p><p></p><p>These Luck Points can definitely be expressed from a narrative point of view. Lowering the DC of the Strength check to break open the door might mean the hinges were rusty (though they weren't so until you spend the Luck Point).</p><p></p><p>While it's true that it is a meta mechanic, I don't find it dissociating because of a few reasons:</p><p>1) They're used quickly, so the focus on them is brief. They don't last long enough to pull you out of your role.</p><p>2) They have no discernible pattern. They are unlike dailies in this regard. You could go 10 days, 10 months, or 10 years without even gaining a Luck Point.</p><p>3) They help capture part of the essence of the fantasy genre while only enhancing already existing simulation-based mechanics.</p><p></p><p>I assume you'll have more questions, so I've stopped myself from trying to pre-answer them. If you don't have more, than I guess I'm mistaken, but trying to pre-answer them would seem to be pointless then, too.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5628298, member: 6668292"] No, you got all of what I was trying to communicate correct. Discussion accomplished :p Within the game I'm running (the game I created), you can earn Luck Points by taking risks above and beyond normal (fortune favors the bold and all that), as well as playing up optional Complications. Complications are optional characteristics about your PC that have no mechanical dealings (other than garnering your Luck Points), though they help to describe your character. Whenever a complication either saves you or the party from great misfortune, you gain a Luck Point. Or, whenever it brings great misfortune to you or the party, you gain a Luck Point. One of my players has the Complications "alcohol" and "protect the defenseless". Whenever his interest with alcohol significantly helps or hurts the party, his gains a Luck Point. The same goes for him going out of his way to protect the defenseless. Luck Points can then be spent in sets of 1, 2, or 3. The more Luck Points you spend, the better the result. For example, you can get a +1 bonus to a roll for 1 Luck Point. You could, alternatively, lower the DC by 3 of a check for 3 Luck Points. You can also reroll dice before hearing the result (or force enemy rerolls if they're directly opposing you). A single point is just a reroll; 2 points guarantees you the better result; 3 points guarantees at least the top or bottom half of the die roll naturally (your choice). These Luck Points can definitely be expressed from a narrative point of view. Lowering the DC of the Strength check to break open the door might mean the hinges were rusty (though they weren't so until you spend the Luck Point). While it's true that it is a meta mechanic, I don't find it dissociating because of a few reasons: 1) They're used quickly, so the focus on them is brief. They don't last long enough to pull you out of your role. 2) They have no discernible pattern. They are unlike dailies in this regard. You could go 10 days, 10 months, or 10 years without even gaining a Luck Point. 3) They help capture part of the essence of the fantasy genre while only enhancing already existing simulation-based mechanics. I assume you'll have more questions, so I've stopped myself from trying to pre-answer them. If you don't have more, than I guess I'm mistaken, but trying to pre-answer them would seem to be pointless then, too. As always, play what you like :) [/QUOTE]
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