Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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="Ovinomancer" data-source="post: 7559260" data-attributes="member: 16814"><p>No. In Blades (and all PbtA), odds of success are always fixed. In Blades, you roll a number of d6's based on skill and take the highest. 1-3 the action fails and the GM imposes a consequence. 4-5 and you suceed, but with a cost or complication. 6 you suceed. Position determines the degree of consequence the GM can impose, very bad for desperate, bad for risky, and minor for controlled. Effect determines degree of success, as is fairly self explanatory. There are a few other interactions (pushing for more effect, criticals, etc) but this is the core mechanic.</p><p></p><p>Clocks are tools for extended success/failure. I could have a six segment clock set for "the alarm is raised" and apply ticks against that clock for failues/costs. Same for successes in complicated tasks, like conning a noble, where successes tick that clock. You can have competing clocks - finish this before that - and even have some things remove ticks from a clock. Clocks are really just player facing status monitirs. They work very well to highten tension and foreshadow things.</p><p></p><p>The upshot of the above is that success chance is always known to players, so stakes become the focus of play - what are you hoping to achieve vs what are you risking by trying.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7559260, member: 16814"] No. In Blades (and all PbtA), odds of success are always fixed. In Blades, you roll a number of d6's based on skill and take the highest. 1-3 the action fails and the GM imposes a consequence. 4-5 and you suceed, but with a cost or complication. 6 you suceed. Position determines the degree of consequence the GM can impose, very bad for desperate, bad for risky, and minor for controlled. Effect determines degree of success, as is fairly self explanatory. There are a few other interactions (pushing for more effect, criticals, etc) but this is the core mechanic. Clocks are tools for extended success/failure. I could have a six segment clock set for "the alarm is raised" and apply ticks against that clock for failues/costs. Same for successes in complicated tasks, like conning a noble, where successes tick that clock. You can have competing clocks - finish this before that - and even have some things remove ticks from a clock. Clocks are really just player facing status monitirs. They work very well to highten tension and foreshadow things. The upshot of the above is that success chance is always known to players, so stakes become the focus of play - what are you hoping to achieve vs what are you risking by trying. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
Top