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New Legends and Lore:Difficulty Class Warfare
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<blockquote data-quote="I'm A Banana" data-source="post: 5656779" data-attributes="member: 2067"><p>I believe see yer point: journeyman is an actual word with meaning, "DC 15" is meaningless. However, "journeyman" doesn't imply something about how easy or hard it is for me to do something, or what I'm actually capable of as a character, while "Beat a 15 with this dice + these mods" does, rather clearly. </p><p></p><p>Terminology is quite a minor thing, though. It's easy enough to improve! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>...and run it pass a DM. Which, I believe, works just as well with a DC system and circumstance bonuses, no?</p><p></p><p></p><p></p><p>I don't want my players to ask me, "Can I do this?"</p><p></p><p>I'd much rather them tell me, "I do this." </p><p></p><p>To encourage the second option, I need rules that they can use without my DM stamp of approval, ways that they can succeed without requesting special dispensation. </p><p></p><p>To bring it to a comparison: could combat work well if attacks were resolved like this? If you are unable to hit the goblin entirely, until you <em>specify</em> how you are going to hit them?</p><p></p><p>Could searching a room work that way? You are unable to find the treasure, unless you <em>specify</em> how you find the treasure?</p><p></p><p>"You're all going to die, tell me how you try avoid it or you die! If I deem your answer worthy, you get to flip a coin instead!"...yeah, not so appealing to me.</p><p></p><p></p><p></p><p>I'm not generally a fan of games that require players to be steeped in medieval combat in order to fight an orc, or to know edible herbs in order to survive in the wilderness, to solve puzzles in order to have their characters solve puzzles, or to be particularly witty in order to play a witty character. </p><p></p><p>I know that a good, solid, chunk of folks who play D&D definitely <strong>are</strong> bigger fans of that style, so I'd bet this would go over well with them, at least in certain circumstances.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5656779, member: 2067"] I believe see yer point: journeyman is an actual word with meaning, "DC 15" is meaningless. However, "journeyman" doesn't imply something about how easy or hard it is for me to do something, or what I'm actually capable of as a character, while "Beat a 15 with this dice + these mods" does, rather clearly. Terminology is quite a minor thing, though. It's easy enough to improve! :) ...and run it pass a DM. Which, I believe, works just as well with a DC system and circumstance bonuses, no? I don't want my players to ask me, "Can I do this?" I'd much rather them tell me, "I do this." To encourage the second option, I need rules that they can use without my DM stamp of approval, ways that they can succeed without requesting special dispensation. To bring it to a comparison: could combat work well if attacks were resolved like this? If you are unable to hit the goblin entirely, until you [i]specify[/I] how you are going to hit them? Could searching a room work that way? You are unable to find the treasure, unless you [I]specify[/I] how you find the treasure? "You're all going to die, tell me how you try avoid it or you die! If I deem your answer worthy, you get to flip a coin instead!"...yeah, not so appealing to me. I'm not generally a fan of games that require players to be steeped in medieval combat in order to fight an orc, or to know edible herbs in order to survive in the wilderness, to solve puzzles in order to have their characters solve puzzles, or to be particularly witty in order to play a witty character. I know that a good, solid, chunk of folks who play D&D definitely [b]are[/b] bigger fans of that style, so I'd bet this would go over well with them, at least in certain circumstances. [/QUOTE]
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