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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6096785" data-attributes="member: 82106"><p>Yeah, it sounds like a potentially interesting system. It is going to be a little more hefty to run, the GM will have to make decisions on what the consequences of all these pushes are. Of course this is something GMs are often doing in different ways now too, it just likely means there aren't a lot of simple skill checks. One issue is how to explain the damage. I mean its one thing when you describe jumping, but what about when doing some research? Can I add skill dice onto Arcana? What happens if I take damage? I'm not likely to need those hit points anyway, so what's the cost for taking the risk? Its a lot like the whole HS cost for Rituals idea, sometimes it works great, and other times it seems less useful. </p><p></p><p>Perhaps the whole thing really needs to be constructed in a more generalized narrative fashion. You can add ANY number of skill dice to your skill checks (within reason, maybe they're a limited pool). The more you use the greater the stakes. You want to hop across a little ditch you're not going to use any skill dice, and you're not going to fail in any big way either. You want to leap a 30' chasm, you're going to have to take a BIG chance, and you really don't want to fail. OTOH clearly success must be narratively important. Fail forward of course still applies in some fashion. The damage concept could work in many cases (abstracted as expended luck or whatever as needed), but the degree of badness of the misinformation the wizard gets from the library is also a perfectly valid dimension. Want to find out the location of the Lost Temple of Zehir? Well, you can do the usual basic library search, you might get lucky. You could also consult the dread Book of Kell's Doom, which probably has the answer, but is also known to lead people horribly astray. If you are TOTALLY desperate you could invoke the name of a certain unspeakable creature which can CERTAINLY tell you the answer, but might suck your brains out if it feels peckish today. No doubt there's nothing revolutionary about this approach of course. In this kind of form though it feels fairly D&Dish.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6096785, member: 82106"] Yeah, it sounds like a potentially interesting system. It is going to be a little more hefty to run, the GM will have to make decisions on what the consequences of all these pushes are. Of course this is something GMs are often doing in different ways now too, it just likely means there aren't a lot of simple skill checks. One issue is how to explain the damage. I mean its one thing when you describe jumping, but what about when doing some research? Can I add skill dice onto Arcana? What happens if I take damage? I'm not likely to need those hit points anyway, so what's the cost for taking the risk? Its a lot like the whole HS cost for Rituals idea, sometimes it works great, and other times it seems less useful. Perhaps the whole thing really needs to be constructed in a more generalized narrative fashion. You can add ANY number of skill dice to your skill checks (within reason, maybe they're a limited pool). The more you use the greater the stakes. You want to hop across a little ditch you're not going to use any skill dice, and you're not going to fail in any big way either. You want to leap a 30' chasm, you're going to have to take a BIG chance, and you really don't want to fail. OTOH clearly success must be narratively important. Fail forward of course still applies in some fashion. The damage concept could work in many cases (abstracted as expended luck or whatever as needed), but the degree of badness of the misinformation the wizard gets from the library is also a perfectly valid dimension. Want to find out the location of the Lost Temple of Zehir? Well, you can do the usual basic library search, you might get lucky. You could also consult the dread Book of Kell's Doom, which probably has the answer, but is also known to lead people horribly astray. If you are TOTALLY desperate you could invoke the name of a certain unspeakable creature which can CERTAINLY tell you the answer, but might suck your brains out if it feels peckish today. No doubt there's nothing revolutionary about this approach of course. In this kind of form though it feels fairly D&Dish. [/QUOTE]
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