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Judgement calls vs "railroading"
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<blockquote data-quote="Imaro" data-source="post: 7094425" data-attributes="member: 48965"><p>Okay.</p><p></p><p></p><p></p><p>I'm not really trying to change your mind but since you brought it up... what exactly would change your mind?</p><p></p><p></p><p></p><p>Never said they couldn't but I am moreso speaking of different ways to play or focuses when playing said games. Can their play procedures, goals, etc. be changed and hacked? Can I run a game that focuses on powergamming with MHRP? Can I play a tactical combat game with Cortex?</p><p></p><p></p><p></p><p>Really... have you looked in the 5e DMG? It's not really bursting with PC build options or options specifically for combat resolutions but instead has a multitude of ways to modify all aspects of 5e to play differently. Everything from hero points to adding honor or sanity into the game...more abstract skills in play and optional systems for dispersing narrative control through plot points and more are covered in that book alone.</p><p></p><p></p><p></p><p>Wouldn't you just adjust what the DC's represent, shifting higher numbers for easier tasks? Or maybe I'm missing a key part of this comparison?</p><p></p><p></p><p></p><p>No but they are a part of the game and with the general resolution system for reactions and skills in general, it's a pretty easy mod.</p><p></p><p></p><p></p><p>Actually the DMG goes into more depth making it clear that inspiration is malleable and can be awarded for a multitude of actions depending on how you want to shape your campaign. The DMG specifically mentions using it as a tool for encouraging roleplaying (what you cited above), heroism, as a reward for victories, genre emulation and so on. There are also optional rules for letting players award inspiration as opposed to the DM as well as altogether ignoring inspiration. </p><p></p><p></p><p></p><p>Well if a DM is truly worried about that... there's actually an optional rule where the players hand out inspiration and the DM in turn receives inspiration to use for the foes of the PC's depending on how often they hand it out. So problem solved. </p><p></p><p></p><p></p><p>Ah... ok. So basically you are put at a standard disadvantage in order to get you to do something around your beliefs (this sound surprisingly similar to what default inspiration does in D&D for ideals, flaws and traits) in order to receive artha so that you can reach a level of minimal competence? </p><p></p><p>Also, on a side note... advantage doesn't give you an actual bonus even with advantage your roll can't be higher than a 20...so granting advantage in and of itself doesn't determine whether failure is impossible or not. </p><p></p><p></p><p></p><p>Does play center around damage and hit points like it does beliefs in BW? I'd even argue you are overstating the importance of damage dice since in 5e monster damage can be run with average damage and it would be trivial to do the same with PC's</p><p></p><p></p><p></p><p>But it is still play centered around player character beliefs. </p><p></p><p></p><p></p><p>So you wouldn't really be playing BW anymore...</p><p></p><p></p><p></p><p>Color me confused...</p><p></p><p></p><p></p><p>D&D (and again I am speaking to 5e here) is flexible because it let's the group determine what the focus of play is vs. determining it for you and pushing it with mechanics tailored for that specific goal.</p><p></p><p></p><p></p><p>It's not about winning, I'm stating my view and you're stating yours... and again I'll ask could you provide some examples, it's been a while since I've read Heroquest. I do remember that DC's increased or decreased depending on your previous successes or failures (getting harder the more you succeed and getting easier when you fail)... but I don't specifically remember that being tied to low brow superhero examples... that's why I asked for some examples.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7094425, member: 48965"] Okay. I'm not really trying to change your mind but since you brought it up... what exactly would change your mind? Never said they couldn't but I am moreso speaking of different ways to play or focuses when playing said games. Can their play procedures, goals, etc. be changed and hacked? Can I run a game that focuses on powergamming with MHRP? Can I play a tactical combat game with Cortex? Really... have you looked in the 5e DMG? It's not really bursting with PC build options or options specifically for combat resolutions but instead has a multitude of ways to modify all aspects of 5e to play differently. Everything from hero points to adding honor or sanity into the game...more abstract skills in play and optional systems for dispersing narrative control through plot points and more are covered in that book alone. Wouldn't you just adjust what the DC's represent, shifting higher numbers for easier tasks? Or maybe I'm missing a key part of this comparison? No but they are a part of the game and with the general resolution system for reactions and skills in general, it's a pretty easy mod. Actually the DMG goes into more depth making it clear that inspiration is malleable and can be awarded for a multitude of actions depending on how you want to shape your campaign. The DMG specifically mentions using it as a tool for encouraging roleplaying (what you cited above), heroism, as a reward for victories, genre emulation and so on. There are also optional rules for letting players award inspiration as opposed to the DM as well as altogether ignoring inspiration. Well if a DM is truly worried about that... there's actually an optional rule where the players hand out inspiration and the DM in turn receives inspiration to use for the foes of the PC's depending on how often they hand it out. So problem solved. Ah... ok. So basically you are put at a standard disadvantage in order to get you to do something around your beliefs (this sound surprisingly similar to what default inspiration does in D&D for ideals, flaws and traits) in order to receive artha so that you can reach a level of minimal competence? Also, on a side note... advantage doesn't give you an actual bonus even with advantage your roll can't be higher than a 20...so granting advantage in and of itself doesn't determine whether failure is impossible or not. Does play center around damage and hit points like it does beliefs in BW? I'd even argue you are overstating the importance of damage dice since in 5e monster damage can be run with average damage and it would be trivial to do the same with PC's But it is still play centered around player character beliefs. So you wouldn't really be playing BW anymore... Color me confused... D&D (and again I am speaking to 5e here) is flexible because it let's the group determine what the focus of play is vs. determining it for you and pushing it with mechanics tailored for that specific goal. It's not about winning, I'm stating my view and you're stating yours... and again I'll ask could you provide some examples, it's been a while since I've read Heroquest. I do remember that DC's increased or decreased depending on your previous successes or failures (getting harder the more you succeed and getting easier when you fail)... but I don't specifically remember that being tied to low brow superhero examples... that's why I asked for some examples. [/QUOTE]
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