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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lord Mhoram" data-source="post: 7759758" data-attributes="member: 4789"><p>Genesys works not unlike that - it uses FFG's Star Wars narrative dice system, which really loosens up play.</p><p></p><p>The reason I thought "Bad rule" - I don't know about Dungeon World (haven't played it), but D&D seems to be intended for a wide range of styles, and without specific X difficulty description = specific die rolls, you can have both of these at different tables both using the same system:</p><p></p><p>DM one wants a really freewheeling feel to combat and the game, swashbuckle and all. So a Player wants to swing from a chandelier to jump down to make an entrance, the DM might set the DC for the Chandelier at 5, because he wants to encourage that kind of behavior.</p><p>DM two wants a low fantasy thieves council full of sneak and intriuge and wants things down to earth - the same situation this GM might set the DC at 15 or 18, as it isn't something that works in his world. </p><p></p><p>Which is why I said it works for some games and not for others - if the game has a tight focus on the tone it is creating hardcoding the DCs works. If the game is intended to cover multiple styles and approaches on different tables (or is a universal game) then it would be less useful. Even Hero (a game I mentioned before) while roll under has very different approaches in different genres for adjusting modifiers depending on tone. But I tend towards system that are very broad in application or Universal games (two of the three games I play now - Genesys and HERO - are both universal).</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 7759758, member: 4789"] Genesys works not unlike that - it uses FFG's Star Wars narrative dice system, which really loosens up play. The reason I thought "Bad rule" - I don't know about Dungeon World (haven't played it), but D&D seems to be intended for a wide range of styles, and without specific X difficulty description = specific die rolls, you can have both of these at different tables both using the same system: DM one wants a really freewheeling feel to combat and the game, swashbuckle and all. So a Player wants to swing from a chandelier to jump down to make an entrance, the DM might set the DC for the Chandelier at 5, because he wants to encourage that kind of behavior. DM two wants a low fantasy thieves council full of sneak and intriuge and wants things down to earth - the same situation this GM might set the DC at 15 or 18, as it isn't something that works in his world. Which is why I said it works for some games and not for others - if the game has a tight focus on the tone it is creating hardcoding the DCs works. If the game is intended to cover multiple styles and approaches on different tables (or is a universal game) then it would be less useful. Even Hero (a game I mentioned before) while roll under has very different approaches in different genres for adjusting modifiers depending on tone. But I tend towards system that are very broad in application or Universal games (two of the three games I play now - Genesys and HERO - are both universal). [/QUOTE]
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