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General Tabletop Discussion
*TTRPGs General
Player skill vs character skill?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9810848" data-attributes="member: 75787"><p>I think this is simply an artifact of the fact that most games are designed to focus on combat. D&D, obviously, but honestly we still tend to play that way in man genres. But I do feel that it's just a design decision about how what you want to focus on.</p><p></p><p>So in a standard d20 fantasy game you resolve persuasion tests, stealthy entry and a society dance scene with one roll, or maybe a short skill challenge, 1-3 rolls per player. Whereas combat will probably be more like 5-20 rolls for each person to feel engaging.</p><p></p><p>But this is just the focus of the game, looking at what people want top have fun doing. I could run a DramaSystem game (and have done so), which took 2 hours to resolve who was going to lead the army into battle, and then did indeed resolve the mass combat in one test. </p><p></p><p>Or I could play a heist game where 90% of the rolls are to work out how to get into a building, and any combat is an incidental step resolved with one roll (Several FATE games I have played/run did this).</p><p></p><p>Even in games I've run where combat can easily be a focus (e.g Night's Black Agents) players can spend most of the session prepping for an operation, and then resolution is short and simple.</p><p></p><p>And even in combat-heavy D&D games (I ran a lot of 4E ...) I very frequently would let players make quick rolls for entire combats, giving target numbers based largely on their (player skill based) descriptions of what they intended to do. Something like "OK, so your plan is to rig a landslide, hide behind the trees and then surprise them. We'll call that a skill challenge with three appropriate skills. For each fail everyone loses a surge. Who wants to take point on each task?".</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9810848, member: 75787"] I think this is simply an artifact of the fact that most games are designed to focus on combat. D&D, obviously, but honestly we still tend to play that way in man genres. But I do feel that it's just a design decision about how what you want to focus on. So in a standard d20 fantasy game you resolve persuasion tests, stealthy entry and a society dance scene with one roll, or maybe a short skill challenge, 1-3 rolls per player. Whereas combat will probably be more like 5-20 rolls for each person to feel engaging. But this is just the focus of the game, looking at what people want top have fun doing. I could run a DramaSystem game (and have done so), which took 2 hours to resolve who was going to lead the army into battle, and then did indeed resolve the mass combat in one test. Or I could play a heist game where 90% of the rolls are to work out how to get into a building, and any combat is an incidental step resolved with one roll (Several FATE games I have played/run did this). Even in games I've run where combat can easily be a focus (e.g Night's Black Agents) players can spend most of the session prepping for an operation, and then resolution is short and simple. And even in combat-heavy D&D games (I ran a lot of 4E ...) I very frequently would let players make quick rolls for entire combats, giving target numbers based largely on their (player skill based) descriptions of what they intended to do. Something like "OK, so your plan is to rig a landslide, hide behind the trees and then surprise them. We'll call that a skill challenge with three appropriate skills. For each fail everyone loses a surge. Who wants to take point on each task?". [/QUOTE]
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