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Community
General Tabletop Discussion
*TTRPGs General
Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Crimson Longinus" data-source="post: 9845423" data-attributes="member: 7025508"><p>[USER=6785785]@hawkeyefan[/USER] [USER=7044099]@zakael19[/USER] the situations on the game are not limited to the handful of examples in the book, and due the intentional overlap of the skills, it often is not obvious what is the "correct" skill to use. And of course what is happening in the fiction is influenced by the players, so if I have great prowl I will obviously describe my attacks as moving stealthily behind the enemy when they're distracted by the other character or something else and backstabbing them etc.</p><p></p><p>And yes, this could affect the position or effect* and probably should more than in our game it does. But the fact of the matter is that this ambiguity is intentionally built in the system, so it seems to me it is intentional that these unclear situations happen constantly and the player can describe their action so that they can use the better skill. </p><p></p><p>(*And then we of course are in cost benefit analysis of whether it is better to roll with more dice with desperate or something. Which seems like legit gameplay but also slows things down.)</p><p></p><p>Like if the intent is <em>not </em>for this happen, then don't make the skills ambiguous and let the GM just declare what needs to be rolled! </p><p></p><p>Like a lot of people here seem to think that people should just play this game blind, not seeing the obvious incentives built in the rules. Same with stress and heat. There are obvious strategies for managing them and mechanics whose sole purpose is to let you do so effectively. So if we are not supposed to do this and just roll the dice and not try to avoid bad stuff happening to our characters, why are such mechanics in the game? Besides, I just do not think that most people can be so dispassionate about their characters and not take obvious avenues to prevent them from being maimed, killed or imprisoned.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9845423, member: 7025508"] [USER=6785785]@hawkeyefan[/USER] [USER=7044099]@zakael19[/USER] the situations on the game are not limited to the handful of examples in the book, and due the intentional overlap of the skills, it often is not obvious what is the "correct" skill to use. And of course what is happening in the fiction is influenced by the players, so if I have great prowl I will obviously describe my attacks as moving stealthily behind the enemy when they're distracted by the other character or something else and backstabbing them etc. And yes, this could affect the position or effect* and probably should more than in our game it does. But the fact of the matter is that this ambiguity is intentionally built in the system, so it seems to me it is intentional that these unclear situations happen constantly and the player can describe their action so that they can use the better skill. (*And then we of course are in cost benefit analysis of whether it is better to roll with more dice with desperate or something. Which seems like legit gameplay but also slows things down.) Like if the intent is [I]not [/I]for this happen, then don't make the skills ambiguous and let the GM just declare what needs to be rolled! Like a lot of people here seem to think that people should just play this game blind, not seeing the obvious incentives built in the rules. Same with stress and heat. There are obvious strategies for managing them and mechanics whose sole purpose is to let you do so effectively. So if we are not supposed to do this and just roll the dice and not try to avoid bad stuff happening to our characters, why are such mechanics in the game? Besides, I just do not think that most people can be so dispassionate about their characters and not take obvious avenues to prevent them from being maimed, killed or imprisoned. [/QUOTE]
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Community
General Tabletop Discussion
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Let's talk about "plot", "story", and "play to find out."
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