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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Official Character Sheet (Color)
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<blockquote data-quote="Doskious" data-source="post: 8476452" data-attributes="member: 86490"><p>Wait, who said anything about vacating the Narrator's role in deciding whether something works or not. If I don't think their explanation is sufficient to justify the use of whatever they want to roll for initiative, they'll have to go with something else. As Morrus said:</p><p></p><p></p><p>But my players know this is the way that things work even now (and any future players will know it well in advance of needing to roll anything). Someone who tries to leverage the invitation for mindful creativity into a recurring numerical advantage will either meaningfully contribute to the story being told (in which case it's fine, actually, thanks), or won't (and we'll have a little chat about it).</p><p></p><p></p><p>I think one of the things I like most about the entire system is that it's chock-full of these kinds of invitations to think about things slightly differently, to consider new ideas, to get creative with the narrative across a range of granularity. The flip side of this is that presenting options in this fashion does not preclude individual Narrators or tables from adopting house rules that are more restrictive, if that's their preference, all it does is ensure that the adoption of such rules is (nominally) a conscious choice.</p><p></p><p>The absence of a default for initiative, and the absence of a dedicated "initiative" box on the character sheet, is a prime example of this. The absence, for those familiar with earlier editions where it was present, invites the consideration of why it's absent (which is clearly an affirmatively-executed design choice); for those for whom Level Up is their first experience, it makes sure they get off on the right foot in terms of understanding their options within the game.</p></blockquote><p></p>
[QUOTE="Doskious, post: 8476452, member: 86490"] Wait, who said anything about vacating the Narrator's role in deciding whether something works or not. If I don't think their explanation is sufficient to justify the use of whatever they want to roll for initiative, they'll have to go with something else. As Morrus said: But my players know this is the way that things work even now (and any future players will know it well in advance of needing to roll anything). Someone who tries to leverage the invitation for mindful creativity into a recurring numerical advantage will either meaningfully contribute to the story being told (in which case it's fine, actually, thanks), or won't (and we'll have a little chat about it). I think one of the things I like most about the entire system is that it's chock-full of these kinds of invitations to think about things slightly differently, to consider new ideas, to get creative with the narrative across a range of granularity. The flip side of this is that presenting options in this fashion does not preclude individual Narrators or tables from adopting house rules that are more restrictive, if that's their preference, all it does is ensure that the adoption of such rules is (nominally) a conscious choice. The absence of a default for initiative, and the absence of a dedicated "initiative" box on the character sheet, is a prime example of this. The absence, for those familiar with earlier editions where it was present, invites the consideration of why it's absent (which is clearly an affirmatively-executed design choice); for those for whom Level Up is their first experience, it makes sure they get off on the right foot in terms of understanding their options within the game. [/QUOTE]
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