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My one and only houserule: consequences & opportunities
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<blockquote data-quote="PabloM" data-source="post: 8057066" data-attributes="member: 6798942"><p>I like games, a lot. I try to read and play everything within my reach. I usually run a weekly D&D campaign, and some short adventures using other options, of which I highlight Fate, Blades in the Dark, and some PbtA games (Burning Wheel is kind of my white whale). </p><p>This past year, because I paused D&D campaign due to quarantine, I had a chance to dig deeper into other games.</p><p>When I returned to run the D&D campaign I came up with a rule to make things more interesting. Well, it's not really a rule, it's a new perspective on a rule. From the most basic D&D rule:</p><p></p><p><em>A player rolls 1d20 + something vs a DC to determine the success of a PC over a given conflict.</em></p><p></p><p>And it occurred to me that, from the same game mechanics, we can make things narratively more interesting. Here's the new approach of the same rule:</p><p></p><p><em>A player rolls 1d20 + something vs a DC to determine the success of a PC over a given conflict.</em></p><p><em></em></p><p><em>If the roll passes DC, the PC is successful, but there is a consequence.</em></p><p><em>If the roll exceeds DC by 5 or more, the PC in addition to being successful can avoid a consequence <strong>or</strong> find an additional opportunity.</em></p><p><em>If the roll exceeds DC by 10 or more, the PC in addition to being successful can avoid a consequence <strong>and </strong>find an additional opportunity.</em></p><p></p><p>What is a consequence or an opportunity? what the circumstance requires to add tension to the narrative.</p><p></p><p>It is a simple protocol that does not add any additional complications to the game but adds depth.</p><p></p><p>The best thing is that the players will not even notice this new rule (ruling?), because they will only perceive it through the descriptions of the DM: "The DC to climb that wall is 15, make an Athletics check. Did you get 22? perfect! You manage to climb the wall, but up on the wall you see a guard. I give you a choice: the guard sees you but your spot the keys to the door to the castle on her belt or the guard does not see you but you see nothing. What do you do?"</p></blockquote><p></p>
[QUOTE="PabloM, post: 8057066, member: 6798942"] I like games, a lot. I try to read and play everything within my reach. I usually run a weekly D&D campaign, and some short adventures using other options, of which I highlight Fate, Blades in the Dark, and some PbtA games (Burning Wheel is kind of my white whale). This past year, because I paused D&D campaign due to quarantine, I had a chance to dig deeper into other games. When I returned to run the D&D campaign I came up with a rule to make things more interesting. Well, it's not really a rule, it's a new perspective on a rule. From the most basic D&D rule: [I]A player rolls 1d20 + something vs a DC to determine the success of a PC over a given conflict.[/I] And it occurred to me that, from the same game mechanics, we can make things narratively more interesting. Here's the new approach of the same rule: [I]A player rolls 1d20 + something vs a DC to determine the success of a PC over a given conflict. If the roll passes DC, the PC is successful, but there is a consequence. If the roll exceeds DC by 5 or more, the PC in addition to being successful can avoid a consequence [B]or[/B] find an additional opportunity. If the roll exceeds DC by 10 or more, the PC in addition to being successful can avoid a consequence [B]and [/B]find an additional opportunity.[/I] What is a consequence or an opportunity? what the circumstance requires to add tension to the narrative. It is a simple protocol that does not add any additional complications to the game but adds depth. The best thing is that the players will not even notice this new rule (ruling?), because they will only perceive it through the descriptions of the DM: "The DC to climb that wall is 15, make an Athletics check. Did you get 22? perfect! You manage to climb the wall, but up on the wall you see a guard. I give you a choice: the guard sees you but your spot the keys to the door to the castle on her belt or the guard does not see you but you see nothing. What do you do?" [/QUOTE]
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