FrogReaver
The most respectful and polite poster ever
Pushing back a bit here regarding how you play it vs what I perceive as the intended purpose of the rule structure. I thought the whole point of BitD clarifying position and effect after a ‘declared action’ was so a player could say oh, I didn’t realize the effect would be so little so im going to do X instead. This enables transparency to the player around the mechanics so that they are making informed decisions.And I just want to reiterate: when you frame things as "FICTION BADNESS HAPPENING, characterX what do you do?" and then the character goes "I do cool awesome thing!" then we go "hell yeah that's awesome! so like, trying to do Y?" and they're like "yup, so that Z" and then we go "ok, so that's Risky but Limited, because you know..." it all seems to feel pretty fiction->mechanics.
is this accurate?
If so the logic flow would be something like:
Propose fictional action -> Learn mechanical specifics -> Decide whether to commit to that action or propose another
Contrast this to a less transparent mechanical system like 5e d&d skills.
Declare fictional action -> DM decides whether you succeed/fail/enter mechanical framework and if any penalties apply
The transparency followed by the ability to opt for a different action place the mechanical decision front and center or at least allow a player to treat it that way if desired.
This isn’t to say players don’t consider mechanics at all in 5e but they cannot min max their chances on the next action to the same degree due to the lack of transparency and that has a profound effect on whether players engage more with deciding their next action on the fictional level or the mechanical level.
Note: when it comes to action decisions players can always ignore either the fiction or the mechanics at their whim, so the best we can talk of is in tendencies.

