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General Tabletop Discussion
*Dungeons & Dragons
Is 5e's Success Actually Bad for Other Games?
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<blockquote data-quote="Don Durito" data-source="post: 8306534" data-attributes="member: 6687260"><p>I think if we're discussing structure for stunts it's worth looking at Dungeon Crawl Classics' take on the Warrior.</p><p></p><p>You get a Deed Die. You roll this die when you make an attack. You declare an effect you want in addition to a basic attack. The harder or more effective the effect the higher the number you need on the Deed Die. Then you roll your die along with your D20, you see if you hit, and you see if you get the effect off. There are some examples DCs for effects, but you're not limited to them, there's room for improvisation and adjudication.</p><p></p><p>More importantly, there's actually a structure for it. The mechanics tell you can do something, give you a means to resolve it, and give the expectation that things can be attempted. Basically this is the one OSR game that basically went past the canard that you don't need maneuvers and the like, you just need "rulings not rules" and actually put some thought into what a basic rules structure would look like that actually implemented that philosophy (rather than people just pretending that a bare structure does).</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8306534, member: 6687260"] I think if we're discussing structure for stunts it's worth looking at Dungeon Crawl Classics' take on the Warrior. You get a Deed Die. You roll this die when you make an attack. You declare an effect you want in addition to a basic attack. The harder or more effective the effect the higher the number you need on the Deed Die. Then you roll your die along with your D20, you see if you hit, and you see if you get the effect off. There are some examples DCs for effects, but you're not limited to them, there's room for improvisation and adjudication. More importantly, there's actually a structure for it. The mechanics tell you can do something, give you a means to resolve it, and give the expectation that things can be attempted. Basically this is the one OSR game that basically went past the canard that you don't need maneuvers and the like, you just need "rulings not rules" and actually put some thought into what a basic rules structure would look like that actually implemented that philosophy (rather than people just pretending that a bare structure does). [/QUOTE]
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Is 5e's Success Actually Bad for Other Games?
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