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Interesting Ryan Dancey comment on "lite" RPGs
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<blockquote data-quote="SweeneyTodd" data-source="post: 2386438" data-attributes="member: 9391"><p>Aha! Now I think I'm getting you. Sorry, definately a point where I failed to communicate.</p><p></p><p>I'm not advocating a system without attributes, or difficulty levels. This situation would be handled in a rules-light system by something like "Roll Body, you need 4 successes. Bob, you're in platemail, you need 5." The guy with more Body dice is going to have a better chance of making it. Players' choices in character construction provide ability, and challenges provide an opposing value. So in some systems, mechanically the jumping across a pit works pretty similarly to lifting a weight, or spotting a thief, or what have you. Trait vs. difficulty. </p><p></p><p>Then again, on the other hand, I'd be unlikely to roll at all, unless it was a chase situation where they've got to get across right now. If there's nothing at stake (or if the result of failure is uninteresting, like "Aahhhh... *splat*", then I let them narrate the result themselves. Player choice factors in there, too, but at the social level and not the rules level. We probably have a dozen rolls, if that, per session, and they're usually of the "Oh, this is really bad" variety. </p><p></p><p>(For what it's worth, I think this is a useful discussion, and I don't think tempers are flaring. I'm only responding so often because I find it interesting.)</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2386438, member: 9391"] Aha! Now I think I'm getting you. Sorry, definately a point where I failed to communicate. I'm not advocating a system without attributes, or difficulty levels. This situation would be handled in a rules-light system by something like "Roll Body, you need 4 successes. Bob, you're in platemail, you need 5." The guy with more Body dice is going to have a better chance of making it. Players' choices in character construction provide ability, and challenges provide an opposing value. So in some systems, mechanically the jumping across a pit works pretty similarly to lifting a weight, or spotting a thief, or what have you. Trait vs. difficulty. Then again, on the other hand, I'd be unlikely to roll at all, unless it was a chase situation where they've got to get across right now. If there's nothing at stake (or if the result of failure is uninteresting, like "Aahhhh... *splat*", then I let them narrate the result themselves. Player choice factors in there, too, but at the social level and not the rules level. We probably have a dozen rolls, if that, per session, and they're usually of the "Oh, this is really bad" variety. (For what it's worth, I think this is a useful discussion, and I don't think tempers are flaring. I'm only responding so often because I find it interesting.) [/QUOTE]
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