ExploderWizard said:
The vast majority of tabletop rpgs are written with certain assumptions. A big one of these is guessing that a group of friends might enjoy sitting around a table and conversing with one another as part of the game.
These same assumptions also guess that when violence takes place in the game these friends don't actually want to swing objects at each other and so mechanics for handling this in the gameworld are written.
That seems disingenuous to me. Talking to each other around a table doesn't necessarily mean you want in-character dialogue and resolution systems relying entirely on how well you convince a GM. Talking to each other can also include describing violent actions, in such a way as to convince a GM. I'm pretty sure you can imagine a battle system entirely played out by a GM judging which attacks and defenses are successful based on "common sense" just as well as you can imagine a social conflict resolved through die rolls.
So it still seems rather arbitrary to me, which resolution system gets the in-depth mechanical solution, and which gets judged solely by DM Fiat. Why does one get "I look at the base of the statue, I examine the statue's arms, I try tinkering with the visor of the statue," and not "I examine the statue *roll*."? Why does the other get "I swing my sword *roll*" and not "I press my advantage, backing the orc against a wall, screaming to strike fear into its heart, and slash for his left arm, hoping to disable his shield."?
Quickleaf said:
So the answer with the statue would be that there is no conflict (save in only the most abstract sense), so rolling isn't necessary.
That's interesting, since I see conflict all over that statue challenge. It's explicitly "character vs. environment," one seeking to overcome the other.
Quickleaf said:
Last, to get back to the exploration of the statue, I think the way D&D handles exploration (in all editions) could use rethinking. Whether the player knows the DM well, has as played lots of D&D, or is able to hone in on subtle clues, they still look to the DM for the answer. "What do I see/know?" is more interactive with Q&A, but it's still dependent on being shown the answer. Rolling is just a quicker way of cutting through the Q&A immersion to the core question, again "What do I see/know?"
Usually a that point the DM describes something and the player goes "Yeah, that," to the rest of the party. It's the same situation by different names.
But what if skill training in exploration skills signified the player getting a say in the narrative such that the DM responds with "Here's the basic setup, now what do you notice?" The reward for roleplaying with a high skill is that you get to determine some of what your PCs discover.
So, to slightly expand on the idea, why would you use that in Exploration but not in Interaction or Combat? Why can I take skill training and describe the world, but not take skill training and describe the results of my attacks or defenses or the reactions of NPCs? Why that system
here but not
there?
Balesir said:
"Immersive" play is often focussed on "inhabiting" the mental "space" of a character.
This "no-rolling" method is usually described as more immersive, but I can't say I personally find that to be the case. Perhaps my background as a performer has lead me to be unusually good at this role-playing, so that I am not dislodged from it by a die-roll, which shatters others' sense of them being their character? For me, it enhances the immersion, being able to say, "My character is good at X, bad at Y, and completely untrained in Z" without having to know X, Y, and Z encyclopedically enough to convince the DM that my character can do things that I can't think of, since we are not the same creature.
Part of me now wonders how close this is to the "gamist problem" in 4e, where there are explicitly things that happen in the world for purely mechanical reasons, and that disrupts the enjoyment of the game for some, jarring them out of the world. Simply rolling dice might do that for a lot of folks. Everyone probably has different triggers.
Which is, again, why basing the game in "Assume there are no rules" would be a positive step. Each group can determine for themselves what elements of the rules help or hinder their own style of play, without fear that grabbing one bit of it would stop the other bits from working.
What we may need is smaller, discrete, more self-contained rules elements, that affect only themselves, and nothing outside of them. Nothing like 3e's treasure system, for instance, which has all sorts of unexpected consequences if not followed, from the skills and monsters to published adventures' encounter rates and hundreds of other tiny effects.