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
Community
General Tabletop Discussion
*Dungeons & Dragons
On Skilled Play: D&D as a Game
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="Manbearcat" data-source="post: 8292881" data-attributes="member: 6696971"><p>I knew there was a reason why I like you! You picked up precisely on where I was going with handicapping!</p><p></p><p>Let me ask you a few things:</p><p></p><p>1) You have a moveset consisting of a possible 10 moves (let us just say 10 to keep things manageable) in a given situation where the configuration of the shared imagined space is <em>thus </em>(vs <em>this </em>or <em>that </em>or any other arrangement of elements of the fictional positioning...if it was <em>this </em>or <em>that </em>configuration<em>, </em>there would not only be a different number of permissible moves but there would also be, at least in part, variance within the subset of moves).</p><p></p><p>a) If you then include a thematic coefficient to each of those 10 moves (ranging from thematically degenerate to thematically coherent to thematically potent sufficient to trigger mechanical effect), would that make the cognitive workspace of managing that moveset and navigating that singular decision-point less or more demanding/intensive (cognitively)?</p><p></p><p>b) Then, would it be correct or incorrect or not applicable to make the claim "as it pertains to skill, managing the cognitive workspace of that decision-point has increased?"</p><p></p><p>2) Let us focus on a singular move in Dungeon World:</p><p></p><p>When you <strong>stand in defense of a person, item, or location</strong> under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:</p><p></p><ul> <li data-xf-list-type="ul">Redirect an attack from the thing you defend to yourself</li> <li data-xf-list-type="ul">Halve the attack’s effect or damage</li> <li data-xf-list-type="ul">Open up the attacker to an ally giving that ally +1 forward against the attacker</li> <li data-xf-list-type="ul">Deal damage to the attacker equal to your level</li> </ul><p></p><p>Now, again, I'm not getting into the 2nd and 3rd order impacts of making build decisions that intersect with enabling/optimizing this move nor am I even talking about managing the shared imagined space (SIS) such that this Defend move is even permissible in a given configuration of the SIS. Nor am I talking about the downstream effects of synergy with this move (what it opens up for other players or takes away from other players).</p><p></p><p>I'm merely talking about the move.</p><p></p><p>If we entirely changed Defend to the following iteration:</p><p></p><p>When you <strong>stand in defense of a person, item, or location</strong> under attack, roll+Con. On a 10+ you redirect the attack from the thing you defend to yourself. On a 7-9, you redirect the attack from the thing you defend to yourself but there is a cost or complication.</p><p></p><p>Does this new iteration of Defend increase/decrease/unchanged ("move-in/move-out"...across a sufficiently large population of Defend moves) the potential skillfulness in its deployment by the player who triggers the move?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8292881, member: 6696971"] I knew there was a reason why I like you! You picked up precisely on where I was going with handicapping! Let me ask you a few things: 1) You have a moveset consisting of a possible 10 moves (let us just say 10 to keep things manageable) in a given situation where the configuration of the shared imagined space is [I]thus [/I](vs [I]this [/I]or [I]that [/I]or any other arrangement of elements of the fictional positioning...if it was [I]this [/I]or [I]that [/I]configuration[I], [/I]there would not only be a different number of permissible moves but there would also be, at least in part, variance within the subset of moves). a) If you then include a thematic coefficient to each of those 10 moves (ranging from thematically degenerate to thematically coherent to thematically potent sufficient to trigger mechanical effect), would that make the cognitive workspace of managing that moveset and navigating that singular decision-point less or more demanding/intensive (cognitively)? b) Then, would it be correct or incorrect or not applicable to make the claim "as it pertains to skill, managing the cognitive workspace of that decision-point has increased?" 2) Let us focus on a singular move in Dungeon World: When you [B]stand in defense of a person, item, or location[/B] under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: [LIST] [*]Redirect an attack from the thing you defend to yourself [*]Halve the attack’s effect or damage [*]Open up the attacker to an ally giving that ally +1 forward against the attacker [*]Deal damage to the attacker equal to your level [/LIST] Now, again, I'm not getting into the 2nd and 3rd order impacts of making build decisions that intersect with enabling/optimizing this move nor am I even talking about managing the shared imagined space (SIS) such that this Defend move is even permissible in a given configuration of the SIS. Nor am I talking about the downstream effects of synergy with this move (what it opens up for other players or takes away from other players). I'm merely talking about the move. If we entirely changed Defend to the following iteration: When you [B]stand in defense of a person, item, or location[/B] under attack, roll+Con. On a 10+ you redirect the attack from the thing you defend to yourself. On a 7-9, you redirect the attack from the thing you defend to yourself but there is a cost or complication. Does this new iteration of Defend increase/decrease/unchanged ("move-in/move-out"...across a sufficiently large population of Defend moves) the potential skillfulness in its deployment by the player who triggers the move? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
On Skilled Play: D&D as a Game
Top