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Mearls' "Stop, Thief!" Article
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<blockquote data-quote="LostSoul" data-source="post: 5573800" data-attributes="member: 386"><p>The narrative is important to resolution because it determines stats used, modifiers, the DC rolled against, and what happens as a result of success. None of that is pre-set, it's all determined by the description of the action. Powers tend to do what they do but the description of the action is important because it can net you modifiers to that roll and future ones, in addition to changing the fictional situation, allowing you to do something you may not have been able to before. </p><p></p><p>Narration isn't exactly <em>essential</em>, you can still just say "I attack" and we're good to go. Since it's a challenge-based game, smart play requires describing what you're doing and taking advantage of the details of the game world.</p><p></p><p>In 4E the situation would have played out generally the same, but I think that, for me, the picture in my head of what was going on wouldn't be as vivid.</p><p></p><p>Martial Awareness is used over a general Perception skill because there's no general Perception skill. It adds a little colour to what's going on. Martial Awareness is both narrower and broader than Perception; you couldn't use it to catch the card-shark sneaking an ace from his sleeve, since it doesn't have to do with danger and violence, but you can use it for Insight-related tasks, such as realizing that someone is planning to stab you in the face. Someone with the background skill "Gambler" would be able to spot that card, but not have a clue that someone's lurking in ambush, and would probably know when a card game is going to turn ugly.</p><p></p><p>Um... so! The colour is important to resolution because without the colour of Martial Awareness I don't know if there's a conflict or not.</p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5573800, member: 386"] The narrative is important to resolution because it determines stats used, modifiers, the DC rolled against, and what happens as a result of success. None of that is pre-set, it's all determined by the description of the action. Powers tend to do what they do but the description of the action is important because it can net you modifiers to that roll and future ones, in addition to changing the fictional situation, allowing you to do something you may not have been able to before. Narration isn't exactly [i]essential[/i], you can still just say "I attack" and we're good to go. Since it's a challenge-based game, smart play requires describing what you're doing and taking advantage of the details of the game world. In 4E the situation would have played out generally the same, but I think that, for me, the picture in my head of what was going on wouldn't be as vivid. Martial Awareness is used over a general Perception skill because there's no general Perception skill. It adds a little colour to what's going on. Martial Awareness is both narrower and broader than Perception; you couldn't use it to catch the card-shark sneaking an ace from his sleeve, since it doesn't have to do with danger and violence, but you can use it for Insight-related tasks, such as realizing that someone is planning to stab you in the face. Someone with the background skill "Gambler" would be able to spot that card, but not have a clue that someone's lurking in ambush, and would probably know when a card game is going to turn ugly. Um... so! The colour is important to resolution because without the colour of Martial Awareness I don't know if there's a conflict or not. Agreed. [/QUOTE]
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Mearls' "Stop, Thief!" Article
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