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New Legends and Lore:Difficulty Class Warfare
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<blockquote data-quote="pemerton" data-source="post: 5655738" data-attributes="member: 42582"><p>As MerricB pointed out, the difficulty rating replaces DC-setting - the only time a die is rolled is if skill rank = difficulty, in which case the DC is a static 15.</p><p></p><p>In Burnning Wheel, say yes or roll the dice can be applied by the GM to him/herself - ie "There is no confict here, because that is impossible, therefore no dice need to be rolled".</p><p></p><p>HeroQuest has a "credibility test" in scene framing - which is to be negotiated between participants, with the GM taking the lead, and with genre considerations as the main constraint.</p><p></p><p>"Impossible", in Mearls' scheme, seems to me to occupy the same conceptual space.</p><p></p><p></p><p>I think LostSoul is right here. In addition, it seems to me that this sort of system could easily be drifted by allowing the "advantage ranks" or "penalty ranks" to derive from emotional/thematic factors rather than mere cleverness. (A bit like the bonus dice from Spiritual Attributes in TRoS.)</p><p></p><p>So I don't see the railroading at all. In fact, by making the situation mechanically transparent to the players, it seems to me to facilitate them making meaningful choices.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5655738, member: 42582"] As MerricB pointed out, the difficulty rating replaces DC-setting - the only time a die is rolled is if skill rank = difficulty, in which case the DC is a static 15. In Burnning Wheel, say yes or roll the dice can be applied by the GM to him/herself - ie "There is no confict here, because that is impossible, therefore no dice need to be rolled". HeroQuest has a "credibility test" in scene framing - which is to be negotiated between participants, with the GM taking the lead, and with genre considerations as the main constraint. "Impossible", in Mearls' scheme, seems to me to occupy the same conceptual space. I think LostSoul is right here. In addition, it seems to me that this sort of system could easily be drifted by allowing the "advantage ranks" or "penalty ranks" to derive from emotional/thematic factors rather than mere cleverness. (A bit like the bonus dice from Spiritual Attributes in TRoS.) So I don't see the railroading at all. In fact, by making the situation mechanically transparent to the players, it seems to me to facilitate them making meaningful choices. [/QUOTE]
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