Let's talk about "plot", "story", and "play to find out."

It obviously and objectively is.
Not. There, all fixed. :D This exchange of opinions is fun. I don't find it ambiguous at all. If all you mean is that the system isn't 1-1 like the, say, the D&D skill system is then sure, but if that's what you mean then I disagree that it's a bad thing at all. If not we can figure it out.
My bad, poorly worded. See my following post.
"As you can see, many actions overlap with others. This is by design. As a player,
you get to choose which action you roll, by saying what your character does."


Ambiguity is intentional and the player chooses the skill.
That's not ambiguity as in "OMG, I don't know which one to choose!" which is how you described it. There is overlap, definitely, but that's not the same as ambiguity as characterized.
Not sure what you mean... the first column of the skills forms the resistances.
Yes, I get that, but I wasn't sure which you meant by the 'less than' part of your quote. You best and next best resistance, or skill? Sorry the context left me wondering and I didn't want to assume (and I wanted to not be so confused).
 

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That's not ambiguity as in "OMG, I don't know which one to choose!" which is how you described it. There is overlap, definitely, but that's not the same as ambiguity as characterized.

It literally is what ambiguity means. Overlap creates ambiguity. It is utterly bizarre to argue otherwise. o_O

Yes, I get that, but I wasn't sure which you meant by the 'less than' part of your quote. You best and next best resistance, or skill? Sorry the context left me wondering and I didn't want to assume (and I wanted to not be so confused).

I meant skills. Resistances are likely to be more even for most characters.
 

And personally I don't think that is terribly good way for handling things. Like it is not a huge issue, but as a player I prefer not to be the judge in my own case, so to speak. Like I can try to be as objective as I can, but I cannot swear that in a case of a very important roll the reasons why the four dice skill applies rather than the one die skill might not start to sound surprisingly plausible.

Then don't be a Weasel, and have a GM who lets you know how they read position/effect well based on the Action you're saying you're taking. This is following forward from PBTA Move ethos - where Players gotta do a thing to get a mechanical effect.

Like again, it's not a skill! It's an Action Rating. You've gotta say that you're doing things and then map that to what Action fits best, and then you do them and see what happens (roll the dice). You're not "Sneaking" you're "trying to get the drop on the guy by like, climbing up to that roof you said was there? and then I want to leap down on him as he walks below."

And hell you've got Resistance and Push and a billion mechanics to work together as a table to tell a more interesting story then "I roll my best Action over and over."
 

It literally is what ambiguity means. Overlap creates ambiguity. It is utterly bizarre to argue otherwise. o_O
I spend zero time waffling about what skill to apply. That was precisely your complaint, correct? I'm looking to clarify here, not bait a hook.
I meant skills. Resistances are likely to be more even for most characters.
Hmm, yeah, I mean there aren't that many dots for skills period. If you make a PC with less and higher skills the resistances can get really bad was my point.
 

Do you think it is convenient, that every time someone tries to persuade someone we need to discuss this sort of checklist?

No, not at all. I also don't think it's necessary, and I'm making suggestions to you to alleviate it since you seem frustrated by it.

How, why? Based on what?

The description of the two Actions.

When you Consort, you socialize with friends and contacts.
When you Sway, you influence someone with guile, charm, or argument.

What are the circumstances of this interaction? Who is the person to the PC? A friend, a rival, a stranger they just met? Is this a prolonged interaction, or just a short one? These things matter.


Right. So the player uses their descriptions to make use of desired skill plausible, Just like I have been saying.

I suppose if the players are the only ones contributing to the fiction, and the GM doesn't think anyone or anything involved in the conflict might do something to hinder someone from standing back and just taking potshots at people... then sure, exactly as you say.

I am sure some of it is fault of our group, but also, a lot of other people have said similar things, even in this thread. It is frustrating to discuss this game, because hard core adherents will not listen any criticism, and say that to them everything just magically works without being able to explain how. And the ambiguity of skills is objective fact about this system, and it is hardly surprising that it could lead to situations I describe.

I am listening to your criticism. What I'm suggesting to you would be ways to address the criticism at your table. You seem determined to argue rather than consider the advice. I don't know why? To prove the book can be clearer? Sure, the book can be clearer. To prove others have this issue? Sure, others have this issue.

Who cares about that? If the issue exists, I think it makes more sense to discuss what can be done about it.

So now we are supposed to creatively angle for use of better skills. But when I say we are doing it, you say we are doing it wrong? Which is it?

Creatively angle for use of better skills is just the wrong way to look at it, I think. Finding creative ways to address challenges? Sure. Again... fiction first.

You keep saying stuff like that. Then be specific. Quote what we are ignoring.

Many of the Player's Best Practices. They begin on page 182 of the book. Here's some snippets.

EMBRACE THE SCOUNDREL’S LIFE
  • No matter how cool or how capable the PCs are, the heat will pile on, entanglements will blindside them, the powers-that-be will try to kick them down with no regard.
  • Either way, your character is not you. Their fate is their own. We’re the advocates and fans of our characters, but they are not us. We don’t safeguard them as we might safeguard ourselves or our loved ones. They must go off into their dark and brutal world and strive and suffer for what they achieve- we can’t keep them safe here with us.
GO INTO DANGER, FALL IN LOVE WITH TROUBLE
  • You’re a daring scoundrel on the mean streets of a haunted city. You’re not a risk-averse, ordinary citizen.
  • Don’t shoot down risky ideas.
  • Aim the action of the game toward what’s cool and fun and don’t feel like you have to manage every little risk. There will always be trouble and consequences of some kind. You’ll drive yourself batty if you try to avoid it all.
DON’T BE A WEASEL
  • As a player, you have the privilege of choosing which action to roll. But with this privilege comes a responsibility—choose the action that matches what your character is doing—not simply the dice pool you would like to roll.
  • For example, when you roll Tinker, it’s because you tinker with something. When you roll Sway, it’s because you sway someone’s opinion. If your crafty Leech shows off a cool gadget they made in order to sway a potential client, then the Leech is Swaying them. They’re not “using Tinker” to impress the person. That’s not how actions work.
  • That’s why they’re called actions, not skills. They’re about what you’re doing, not what you know.
  • If you’re the type of player that really needs to use their best dice pool all the time, take the Slide’s special ability Rook’s Gambit. It will cost you stress—but at least you won’t be a weasel.
TAKE RESPONSIBILITY
  • You are a co-author of the game. If you want shortcomings and flaws to be part of the ongoing story, show your own character’s failure to make good decisions. If you want the world of Doskvol to be deadly, accept deadly harm when it’s time for your character to die.
  • As a player, you have an expressive role to play at the table, not just a tactical one.
There are more, and those above go into things more deeply... but those are the most relevant tidbits that jumped out to me.

Mate. It is a duel between two disciples of the same martial school, a master and pupil in fact, fought using the ritual weapons of said school. It cannot get any more duely than this, so if this is not a clear case for finesse in combat, nothing is.

And this. This is the sort of discussion is what happens at the table.

Yes, and this is the kind of discussion that should happen at the table from time to time. That's fine. Personally, I'd lean toward Skirmish since it's a battle to the death... and Finesse doesn't really seem to be what Vader does. But a player could argue that Obi-Wan is using dexterous manipulation or maneuvering against his opponent, and so Finesse might be fine.

But this type of discussion should happen only occasionally, and should be pretty quick. If a player said to me Finesse, I'd likely just go with it and not even pause... it seems at least relevant. If the player said to me "I want to Wreck Vader", then I'd say "wait, what? Why wouldn't it be....?" and we'd discuss.

How? Do everyone magically and telepathically always agree what skill is most appropriate, or do you defer to the opinion of one person (presumably the GM or the person using the skill.) Because otherwise it will happen. Lately we often just defer to the choice of the skill user, to get past this, but this of course means that people are free to use their best somewhat plausible skill.

I mean, I don't think the Actions are anywhere near as ambiguous as your group seems to view them. Yes, there is overlap, yes, sometimes more than one might be appropriate... but I still think that the vast majority of times which one to use is pretty obvious.

I also don't let any such uncertainty hold the game up significantly. Ultimately, it's up to the player to choose and the GM to set Position/Effect accordingly. There's no need for anyone else to get involved. I don't mind if they do... I like players to offer suggestions in those moments. But those moments are few and far between in our game. If it was an issue for me, as it seems to be for you, then I would address it by keeping it up to the player with the GM there as a check to say "really?" if there's any weaseling going on.

Is it? What if the other guy thinks it is duel, and but I am fighting dirty? What if they are distracted by other combatant? What exactly are the parameters of waylaying in battle? On what basis are you making these determinations?

I mean, a duel is between two people, right? A battle is between (typically) two opposing sides, with multiple combatants. It's much easier to attempt to waylay someone in a battle, which is more chaotic, than it is to waylay someone in a one-on-one duel.

This is just using the fiction to guide us. What's happening in play? Okay, then how does that look mechanically?

So one of us does not understand how the system works, it seems.

Dude. I'm not the one complaining about it, am I?

You can take coin out of stash right? And you will get stash every time your gang levels, right? Even if you do not do the smart thing and take Little Something on the Side at first opportunity you will soon have some stash. So a situation where you absolutely cannot do a downtime action and must make this hard choice can only occur when you stash is depleted. And sure, such could happen so often than this eventually happens, but apart the early game this seems unlikely, and would mean that the characters are simply unable to accumulate stash at all, which probably is not intended or assumed level of pressure.

But depleting Stash should have an effect. It represents how well off you seem. If you Stash is constantly being spent on Downtime Actions, then your PC is likely looking pretty shabby. This would then impact how he's perceived by others... so this way, that decision comes with a cost.


Yes it is. It affects the fiction which affects appropriate skill.

No, it's not what I'm talking about. It's not about how I as a player describe my action. While that may play a part, what I'm actually talking about is the situation that has already been established in play.

So to lean on the duel example... two characters face off, swords drawn, ready to settle their rivalry once and for all... okay, here we go! The player then says "I spin around sneakily to try and Flank him, so I use Prowl" I'm going to say "He can see you. How are you sneaky?" and the player may then say "Well, maybe I feint to try and get him to commit, and leave me an opening" and I would then say "okay, that sounds more like Finesse or Skirmish, doesn't it?"

The situation in play matters. All your examples make it seem like your game is a white board of no details until the players offer them as part of action declaration.

Yes, so do I. Yet we apparently do not agree what that means. I understand it as characters making choices to do dangerous things in the fiction, but the players using their game savvy for trying to ensure that this succeeds. You seem to understand it to mean something else, but I am not sure what, expect that you think we are doing things wrong somehow. 🤷

The bolded part is what I don't really agree with. Sure, creative use of an Action can be fine, but fishing to constantly use your best Action Rating is, to me, not the measure of a skilled player in Blades, and clearly doesn't align with Players Best Practices.

I like this game well enough, even though I have my issues with it. But it is frustrating to try to discuss matters relating to it here, as aficionados of the game are so defensive about it.

Maybe try listening instead of arguing.

If I want to try Burning Wheel, and it's not quite working for me, and I'm not sure why, I know who I'd likely reach out to for advice. Then when it was offered, I wouldn't just argue against it non-stop. I'd actively consider it, and ask questions.

Now, I realize you didn't request advice in this case. But you presented a view of the game that I don't think is entirely accurate, and in discussing, I think there are some clear reasons why... so I've made suggestions. I think the back and forth has gone on long enough... so unless you have any actual questions, I'll probably stop replying at this point.
 

Then don't be a Weasel, and have a GM who lets you know how they read position/effect well based on the Action you're saying you're taking. This is following forward from PBTA Move ethos - where Players gotta do a thing to get a mechanical effect.

I Just don't think "don't be a weasel" is actually useful advice. Like it is obvious that some skills do not apply, but often it is not genuinely obvious which does and there can be two or three viable candidates.

Like again, it's not a skill! It's an Action Rating. You've gotta say that you're doing things and then map that to what Action fits best, and then you do them and see what happens (roll the dice). You're not "Sneaking" you're "trying to get the drop on the guy by like, climbing up to that roof you said was there? and then I want to leap down on him as he walks below."

That is meaningless semantics. Whether they're called "skills" or "action ratings" is immaterial. The fact of the matter is that the system is built with intentional ambiguity, so it is bizarre to pretend that it isn't, and that the players are somehow being weasels for noticing this.

Like the Kenobi vs Vader duel. @hawkeyefan had honest opinion that this is skirmish, but my honest opinion is that it is finessing. And I don't think either of us is being weasel for these readings, it is just that the system is for some bizarre reason written to create situations like this.

And hell you've got Resistance and Push and a billion mechanics to work together as a table to tell a more interesting story then "I roll my best Action over and over."

Sure. And it is not really even being optimal, it is just that the system is intentionally written to be unclear on this regard. Which I don't think is a good way to write a system and it certainly should not be surprising to anyone that this results the delays in the flow of the gameplay when players discuss which skill applies, even if no one was trying to gain an advantage.
 


I spend zero time waffling about what skill to apply. That was precisely your complaint, correct? I'm looking to clarify here, not bait a hook.

So your table it is always clear what skill should be used, and everyone agrees? No pondering or discussions? How? The skills are intentionally written to overlap, so what do you do in very common situation where the overlap occurs? How do you decide which to use?

Hmm, yeah, I mean there aren't that many dots for skills period. If you make a PC with less and higher skills the resistances can get really bad was my point.
There is XP. You will get more dots.
 

So your table it is always clear what skill should be used, and everyone agrees? No pondering or discussions? How? The skills are intentionally written to overlap, so what do you do in very common situation where the overlap occurs? How do you decide which to use?
Quite honestly, exactly the way it's written in the book. If a player says my character is going to X (using skill Y). I don't have to think about how well it fits, it either does or it doesn't (experience is the key here). Usually that does mean they are angling to use a better skill in an edge case. To which I'll reply, 'it sounds like you want to Z, but Y is sort of there, you'll have P/E = A and B (bad in both cases). The player can either reframe their action declaration or take the tough roll.

It all happens very naturally as part of the conversation. That said, this all revolves around good action declarations by the player. The more specific they are about means and ends the easier it is to make the whole thing go. This is why I said upstream that declarations like 'I'm going to prowl' are less than useful.
There is XP. You will get more dots.
Yup, but not all that quickly. My personal experience is that broader is better than deeper for beginning characters. Obviously a very subjective thing.
 

So your table it is always clear what skill should be used, and everyone agrees? No pondering or discussions? How? The skills are intentionally written to overlap, so what do you do in very common situation where the overlap occurs? How do you decide which to use?

YES!!!! You know how we figure out if there's ever ambiguity? ASK! That's why each Action rating actually has a very distinct first bit. The overlap comes down in the details around the edges. Roughly 9/10 its incredibly obvious what's happening in the fiction from an Action perspective. The other 1 time I as the GM ask a couple questions and it becomes evident (or I say "hm, I think that you're going to have limited Effect here trying to Finesse Vader since he's already got his lightsaber out and is expecting your attack, and you don't have the high ground here."


That is meaningless semantics. Whether they're called "skills" or "action ratings" is immaterial. The fact of the matter is that the system is built with intentional ambiguity, so it is bizarre to pretend that it isn't, and that the players are somehow being weasels for noticing this.

It's not, because Actions are things that you do while skills are things that you know. We almost never had ambiguity because I always turned the question back to "what are you doing in the fiction that maps to your action." I like to think my table isn't that exceptional. They're written more broadly to encompass everything that you would work into the suite of skills that make up "moving around with skill and care" or "engaging foes in open combat" or "finding people and things and taking them out."

Sure. And it is not really even being optimal, it is just that the system is intentionally written to be unclear on this regard. Which I don't think is a good way to write a system and it certainly should not be surprising to anyone that this results the delays in the flow of the gameplay when players discuss which skill applies, even if no one was trying to gain an advantage.

I had less arguments over Actions then I had with 5e players trying to convince me that they're actually doing X or doing Y with attribute C. I would say that the only system I routinely run that has even less question is Daggerheart.
 

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