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Looks like I will be running a PF2e game in a few weeks...suggestions?
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8393878" data-attributes="member: 6801252"><p>Help you do what? I was just sharing an example that explicates how skills relate to decision making in the dynamic I'm going for in regards to play skill.</p><p></p><p>I don't know that its different per say depending on what you mean, in that I'm sure people already do it intuitively, but I needed to make it explicit to explore how it intersects with OSR design, without necessarily adopting the OSR system assumptions.</p><p></p><p>E.g. in Gygaxian Skilled Play you would find things by having the world described to you, and then as a player picking up on the clues and describing how you search. In this, your perception score handles that, as you might expect in a more modern non-OSR framework. But the design is about acknowledging this, and then placing the decision making above that level, to create a replacement framework for the skill 'lost' in converting descriptions of hands doing certain things to intricately described environmental objects, over to the automation of a skill roll-- the puzzle of the moon murals, the apparati, and the secret passage in the main room can't be solved with a dice roll, it has to be understood and the dungeon has to be interacted with in the right way... but since its not in the form of a simple object in the environment, you don't just open it with a thievery check or something on a single mechanism, but the skill checks still play a role in executing the smaller interactions that make up the larger example, and in gathering the information to understand how the dungeon puzzle works.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8393878, member: 6801252"] Help you do what? I was just sharing an example that explicates how skills relate to decision making in the dynamic I'm going for in regards to play skill. I don't know that its different per say depending on what you mean, in that I'm sure people already do it intuitively, but I needed to make it explicit to explore how it intersects with OSR design, without necessarily adopting the OSR system assumptions. E.g. in Gygaxian Skilled Play you would find things by having the world described to you, and then as a player picking up on the clues and describing how you search. In this, your perception score handles that, as you might expect in a more modern non-OSR framework. But the design is about acknowledging this, and then placing the decision making above that level, to create a replacement framework for the skill 'lost' in converting descriptions of hands doing certain things to intricately described environmental objects, over to the automation of a skill roll-- the puzzle of the moon murals, the apparati, and the secret passage in the main room can't be solved with a dice roll, it has to be understood and the dungeon has to be interacted with in the right way... but since its not in the form of a simple object in the environment, you don't just open it with a thievery check or something on a single mechanism, but the skill checks still play a role in executing the smaller interactions that make up the larger example, and in gathering the information to understand how the dungeon puzzle works. [/QUOTE]
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Looks like I will be running a PF2e game in a few weeks...suggestions?
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