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*Dungeons & Dragons
Narrative Ruleset For 5e - First Draft
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<blockquote data-quote="Afrodyte" data-source="post: 6786723" data-attributes="member: 8713"><p>I agree with PointofInspiration in general, but to help you refine your system, I'll offer a few pointers.</p><p></p><p>I play <em>a lot</em> of narrative games, so a more narrative approach to die roll results definitely appeals to me, and I incorporate it into my games when I have the right group (ie, open to doing some of the work of narrating results).</p><p></p><p>Instead of super-complicated lists and multiple die rolls to resolve an action, there are essentially 4 outcomes of a die roll:</p><ul> <li data-xf-list-type="ul"><strong>Yes, and...</strong>means success and a little something extra</li> <li data-xf-list-type="ul"><strong>Yes, but...</strong>means success with a minor setback or consequence</li> <li data-xf-list-type="ul"><strong>No, but...</strong>means failure with a tiny benefit</li> <li data-xf-list-type="ul"><strong>No, and...</strong>means failure and an additional setback or consequence</li> </ul><p>There is no flat success or failure because every die roll should have something interesting or unexpected happen.</p><p></p><p>How you assign those 4 outcomes is up to you, but intuitively, here's what makes sense to me:</p><ul> <li data-xf-list-type="ul">Critical success = "Yes, and..."</li> <li data-xf-list-type="ul">Success = "Yes, but..."</li> <li data-xf-list-type="ul">Failure = "No, but..."</li> <li data-xf-list-type="ul">Critical failure = "No, and..."</li> </ul><p>To incorporate your suggestion for making it matter just how high a player rolls, you can have something like this:</p><p>Critical success = 10 higher than DC or natural 20</p><p>Critical failure = 10 lower than DC or natural 1</p><p></p><p>All that is pretty much a more streamlined version of what you have in the file. But here is where we differ: allow players to narrate success while you (the GM) narrate failure. Something I did with my players is that when they succeed on a roll, I'm like, "Tell me what kind of clue you find to track the NPC" or "Tell me how your attack connects but doesn't kill the creature."</p><p></p><p>It was a lot of fun for them, and it eased up the pressure of GMing after not being in the chair for a long time.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 6786723, member: 8713"] I agree with PointofInspiration in general, but to help you refine your system, I'll offer a few pointers. I play [I]a lot[/I] of narrative games, so a more narrative approach to die roll results definitely appeals to me, and I incorporate it into my games when I have the right group (ie, open to doing some of the work of narrating results). Instead of super-complicated lists and multiple die rolls to resolve an action, there are essentially 4 outcomes of a die roll: [LIST][*][B]Yes, and...[/B]means success and a little something extra [*][B]Yes, but...[/B]means success with a minor setback or consequence [*][B]No, but...[/B]means failure with a tiny benefit [*][B]No, and...[/B]means failure and an additional setback or consequence[/LIST] There is no flat success or failure because every die roll should have something interesting or unexpected happen. How you assign those 4 outcomes is up to you, but intuitively, here's what makes sense to me: [LIST][*]Critical success = "Yes, and..." [*]Success = "Yes, but..." [*]Failure = "No, but..." [*]Critical failure = "No, and..."[/LIST] To incorporate your suggestion for making it matter just how high a player rolls, you can have something like this: Critical success = 10 higher than DC or natural 20 Critical failure = 10 lower than DC or natural 1 All that is pretty much a more streamlined version of what you have in the file. But here is where we differ: allow players to narrate success while you (the GM) narrate failure. Something I did with my players is that when they succeed on a roll, I'm like, "Tell me what kind of clue you find to track the NPC" or "Tell me how your attack connects but doesn't kill the creature." It was a lot of fun for them, and it eased up the pressure of GMing after not being in the chair for a long time. [/QUOTE]
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