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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6151759" data-attributes="member: 2303"><p>[Anecdote]</p><p>In Maid, my character for some time had Luck as her highest attribute. As any stunt in Maid can be based of any attribute the GM agrees to, even in combat, this meant that her combat actions became stuff like "I dodge the falling tree, but he doesn't", stipulating a tree would suddenly fall on us. My character didn't really do much - she was just stupidly lucky (on the level of gods).</p><p>[/anecdote]</p><p></p><p>Another way to handle player control of the world is to like Maid - have a Luck attribute, that lets a player introduce a new plot element "by chance" by making a high enough Luck roll. </p><p></p><p>Player: I look for a secret door.</p><p>DM: Roll Perception. (The DM knows there is no such door there the roll would automatically fail)</p><p>Player: No, I want to roll Luck</p><p>DM: Eh... Hrm... Ok</p><p>Player: * Roll stupidly high on Luck</p><p>DM: You stumble into the wall... Click! apparently there is a trigger for a hidden door there! * Makes a note in the scenario</p></blockquote><p></p>
[QUOTE="Starfox, post: 6151759, member: 2303"] [Anecdote] In Maid, my character for some time had Luck as her highest attribute. As any stunt in Maid can be based of any attribute the GM agrees to, even in combat, this meant that her combat actions became stuff like "I dodge the falling tree, but he doesn't", stipulating a tree would suddenly fall on us. My character didn't really do much - she was just stupidly lucky (on the level of gods). [/anecdote] Another way to handle player control of the world is to like Maid - have a Luck attribute, that lets a player introduce a new plot element "by chance" by making a high enough Luck roll. Player: I look for a secret door. DM: Roll Perception. (The DM knows there is no such door there the roll would automatically fail) Player: No, I want to roll Luck DM: Eh... Hrm... Ok Player: * Roll stupidly high on Luck DM: You stumble into the wall... Click! apparently there is a trigger for a hidden door there! * Makes a note in the scenario [/QUOTE]
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Narrative Space Options for non-spellcasters
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