Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
New Mearls Article - Skills in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5650106" data-attributes="member: 42582"><p>But how do you know that they didn't have the requisite "feat"/"skill talent"?</p><p></p><p></p><p></p><p>It goes beyond this. The 4e approach to most skills (Athletics tends to be an exception) is to set DCs in relative terms ("This is Hard for 10th level PCs") and then to narrate the situation around this decision.</p><p></p><p>This approach has very different implications for play from an approach of setting the DC in an "objective" way based on the physical details of the ingame situation. It's not just about trading off simplicity for predictability (DCs in 4e are generally pretty predictable!) but about what the intended relationship is between the action resolution mechanics and the fiction.</p><p></p><p>And whether or not to be transparent with DCs is a part of this. It is pretty crucial to a 4e-style metagame approach. It's less obvious that it is essential to a simulationist approach.</p><p></p><p></p><p>Is there a limit on the number of such bonuses that a player can lobby for? 4e generally assumes that +2 to the check is the best you will do from this sort of stuff. A simulation-heavy approach like Rolemaster doesn't impose limits - but then you get the problem of having to decide when benefits are cumulative and when they overlap.</p><p></p><p></p><p>But whether it should be achieved through simulationist-oriented mechanics (as eg in Rolemaster) or through some other mechanical approach is an open question.</p><p></p><p>An illustration from the BW Adventure Burner (pages 248-49, under the heading 'Roll the Dice or Say Yes"):</p><p></p><p style="margin-left: 20px"></p> <p style="margin-left: 20px">In a recent campaign, our characters were crossing a narrow span over a chasm. The GM, Pete, described the bridge in vivid detail. One of the players, Rich, described his character hopping up to the railing and caperingalong. Should Pete have called for a [skill or attribute check]? No. Never. . . Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[W]hat would the [check] have accomplished? He would have succeeded and stayed on the bridge. Success would have kept him at the same point. Or hw would have fallen and we would have had to save him. . . like . . . in a bad action movie. There would have been quick cuts and close ups but nothing really would have happened. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Later those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit [check]. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose . . . precious resources!</p><p></p><p>How to handle failure, and the drama to which the possibility of failure gives rise, is a big question in designing a system.</p><p></p><p></p><p>In my view no, because it's not just about the difficulty of things, but the way that the possibility of failure, and failure mitigation, and predictability of success, and player control over success or failure, is built into the system.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5650106, member: 42582"] But how do you know that they didn't have the requisite "feat"/"skill talent"? It goes beyond this. The 4e approach to most skills (Athletics tends to be an exception) is to set DCs in relative terms ("This is Hard for 10th level PCs") and then to narrate the situation around this decision. This approach has very different implications for play from an approach of setting the DC in an "objective" way based on the physical details of the ingame situation. It's not just about trading off simplicity for predictability (DCs in 4e are generally pretty predictable!) but about what the intended relationship is between the action resolution mechanics and the fiction. And whether or not to be transparent with DCs is a part of this. It is pretty crucial to a 4e-style metagame approach. It's less obvious that it is essential to a simulationist approach. Is there a limit on the number of such bonuses that a player can lobby for? 4e generally assumes that +2 to the check is the best you will do from this sort of stuff. A simulation-heavy approach like Rolemaster doesn't impose limits - but then you get the problem of having to decide when benefits are cumulative and when they overlap. But whether it should be achieved through simulationist-oriented mechanics (as eg in Rolemaster) or through some other mechanical approach is an open question. An illustration from the BW Adventure Burner (pages 248-49, under the heading 'Roll the Dice or Say Yes"): [indent] In a recent campaign, our characters were crossing a narrow span over a chasm. The GM, Pete, described the bridge in vivid detail. One of the players, Rich, described his character hopping up to the railing and caperingalong. Should Pete have called for a [skill or attribute check]? No. Never. . . Certainly "in real life" there's a chance of falling, but in the story, it just didn't matter. . . [W]hat would the [check] have accomplished? He would have succeeded and stayed on the bridge. Success would have kept him at the same point. Or hw would have fallen and we would have had to save him. . . like . . . in a bad action movie. There would have been quick cuts and close ups but nothing really would have happened. . . Later those same characters needed to cross a narrow ledge to gain entry to a lost tomb. Pete described wind whipping along the cliff walls. We would have to make [checks] to cross and get in. This was a totally legit [check]. The tomb was the goal of a long quest. Would we get in unscathed? Or would this cost us? . . . If we failed, we'd lose . . . precious resources![/indent] How to handle failure, and the drama to which the possibility of failure gives rise, is a big question in designing a system. In my view no, because it's not just about the difficulty of things, but the way that the possibility of failure, and failure mitigation, and predictability of success, and player control over success or failure, is built into the system. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New Mearls Article - Skills in D&D
Top