Tony Vargas
Legend
What baroque old mechanic was lighter and simpler than d20?This falls apart when, where your old power drill was small and compact and neatly fit into the tight spaces you sometimes had to use it
What baroque old mechanic was lighter and simpler than d20?This falls apart when, where your old power drill was small and compact and neatly fit into the tight spaces you sometimes had to use it
The comedic irony of the tripwire comment appears to have been lost on you.



There's no such thing as a perfect system, or even a perfect game mechanic. Everything involves some sort of trade-off. The trade-off for a unified core mechanic is that it may not model the desired outcomes as accurately as using specialized mechanics for each sub-system. Whether or not that trade-off is worthwhile is going to depend on particular preferences and priorities of the player.Well, yes it is a constraint on DMing in that it makes us kitbashers either a) have to do a lot more work to un-shoehorn everything before we can bash on it, or b) accept a system that isn't going to give us what we want in a game...which will probably be different for everyone. And it's a constraint on play in that the players are stuck with using a less-than-perfect system.
Must have been more than 20 yrs, those exploits were gone by the end of the 80s...
What baroque old mechanic was lighter and simpler than d20?
That's cool. You play by your interpretation of what is written. It's just not the style I prefer. And just because the game designers explained their reasoning a bit on this does not mean that I think it is a better system.
Like I said, I hate autofail and autosuccess and 5E (and to a lesser extent 4E) heads more and more in this direction.
The concept of "just say Yes" is not a concept that I endorse. Sometimes Yes, sometimes No. As DM, I prefer to often let the dice decide this and not my whims.
As an example, we use a "High is good for the party" roll. As DM, I might ask a random player (or the player asking a question) to give me a HIGFTP roll.
Say a player asks: "Are there any goats in this town?"
I don't force the player to actually walk up to a townsperson and ask his question "in character". I don't bother to have them roleplay with townsfolk such a trivial and mundane question. Yes, if I did so, this might result in some "on the fly" inspiration on my part to impart more info, but meh. It's not on my list of fun roleplaying events. I also don't "just say Yes".
I set a DC. Say, 8. They roll the dice with no modifiers. If they get 8 or higher, they find at least one goat, maybe an entire herd. If they make the roll, or if I already knew there were goats in the town and did not ask for a roll, then I would say "You ask around and find out about a corral full of them on the east side of town".
I view a lot of the non-combat rules as guidelines. Like a buffet, I pick and choose what I like.
1) What if Perception had some codified uses that it doesn't currently have? Like using a Perception check or group Perception check to determine starting encounter distance.
You missed the DMG notation, there were adjustments up or down for the level of the caster (and they weren't +/- 5%, it was 3% one way, something else the other - can't remember, right now, it's been a while). Then there were items and spells that affected magic resistance, as well.Magic resistance. Roll d100 vs target number.
At least the modifiers were consistently +/- on a d20 roll.D20 roll number add modifiers compare target number.
Slightly, but the AD&D systems was actually add/subtract from the target, roll-under. Neither of us could quite remember the AD&D system, too, that's illustrative.There are so many more. You may think this is a bad example but roll+add+compare IS more complicated than roll+compare.
'Whim' is a little dismissive of the seriousness and intensity of our magic-elf game.I think "whim" is a little insulting. The implication is that the DM is just making stuff up and changing his or her mind arbitrarily with no explanation
Maybe not consciously taking all those into account quantitatively, but the art of DMing includes awareness of all those factors on some level, certainly.A fair and consistent DM that balances out deciding on success or failure and going to the dice is making decisions and rulings based on carefully considered criteria, preparation, internal logic, and established fiction.
Not exactly a clear line, but it's good to be on your guard - but not overdo that, either....while not overdoing it such that the mechanics are irrelevant and the DM can be "gamed."
What page was that on? I don't doubt you. I pored over those books for 30 minutes looking for what to roll for surprise IIRC a d10 never found it in print though. The layout (if that is what you call it) was nigh indecipherable so I can understand not knowing that and mistaking the mechanic for a simple,one.You missed the DMG notation, there were adjustments up or down for the level of the caster (and they weren't +/- 5%, it was 3% one way, something else the other - can't remember, right now, it's been a while). Then there were items and spells that affected magic resistance, as well.
I think "whim" is a little insulting. The implication is that the DM is just making stuff up and changing his or her mind arbitrarily with no explanation when that is most certainly not the case. Perhaps you don't mean it that way, but that is what "whim" means in this context.
A fair and consistent DM that balances out deciding on success or failure and going to the dice is making decisions and rulings based on carefully considered criteria, preparation, internal logic, and established fiction. They are consciously telegraphing information via describing the environment to avoid gotchas. They are taking every action declared by the players into consideration to award success to players who have been paying attention, immersing themselves in the world, and coming up with appropriate ideas to overcome challenges while not overdoing it such that the mechanics are irrelevant and the DM can be "gamed." All while pursuing the goals of play, that is, everyone having a good time and creating an exciting, memorable story.
It is a careful and methodical balancing act which takes into account the player's natural desire to avoid randomness wherever possible by having control over outcomes. That is not whim and it's no small feat either.
If a player asked me "Are there any goats in this town?" my response would be "What do you do to find out?" and "Stop asking me questions - do stuff by describing what you want to do." If a reasonable statement of goal and approach is offered, I will narrate the result of the adventurer's action based on the certainty of success. Because this is such a mundane action with likely no complicating factors, no dice will be used unless perhaps there is any negotiation on the goat's price.
While it's a silly example, you can substitute basically anything in for the goal and approach of finding a goat and the same adjudication process applies. Again, not whim, not random. Consistent, balanced, fair. Bringing this all the way back around to the thread topic, the same goes for players describing actions to keep watch for danger or find the trap or search for secret doors. They state a goal and approach, I decide on success, failure, or uncertainty based on consistent factors and apply mechanics in the latter case. Balancing out granting success and going to the dice, in combination with other approaches, contributes to my players taking the Perception skill a lot less than some folks are reporting in this thread.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.