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Player skill vs character skill?
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<blockquote data-quote="SableWyvern" data-source="post: 9812438" data-attributes="member: 1008"><p>In this context, no meaningful consequence of failure is being taken as, "no meaningful difference between success and failure".</p><p></p><p>I roll to walk across the room. If success means, "I walk across the room" and failure means, "I walk across the room, but slightly less gracefully," then, in most circumstances, there are no meaningngful consequences and it's pointless to roll.</p><p></p><p>Similarly, a task you will succeed at eventually, when there is no time pressure and you get unlimited retries, has no meaningful difference between success and failure. However if, for some reason, you only get one try, then the opposite of success is meaningful, because you're now stuck dealing with that outcome.</p><p></p><p></p><p>If multiple attempts are allowed and there is no reason to care how long it takes, then I would not roll.</p><p></p><p></p><p>I mean, to me, using dice to resolve uncertainty is the whole point. Asking, "Why use RNG when there are already lots of branches?" is completely missing the point.* Creating branches is an outcome, but it's not necessarily the point. I'm using RNG to resolve uncertainty because that's fundamental to the game I'm playing -- we do stuff, and when we reach a moment where the outcome matters and is also uncertain, we turn to the dice. I've just been reading Mythic GM Emulator recently, and it's not dissimilar to the Oracle questions there. You can ask "Is the angry ogre in this room?" and the answer may well just be, "No."</p><p></p><p>We can argue back and forth about what constitutes a situation where it matters, but I'm not terribly interested in locking it down to a particular set of inviolable rules. I've got a pretty good feel for when it matters to me, and that feel seems to work well for our group, which is all I need.</p><p></p><p>*To be clear, it's missing the point with respect to my game style. I presume that, within the context of your own style, it's entirely the point.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9812438, member: 1008"] In this context, no meaningful consequence of failure is being taken as, "no meaningful difference between success and failure". I roll to walk across the room. If success means, "I walk across the room" and failure means, "I walk across the room, but slightly less gracefully," then, in most circumstances, there are no meaningngful consequences and it's pointless to roll. Similarly, a task you will succeed at eventually, when there is no time pressure and you get unlimited retries, has no meaningful difference between success and failure. However if, for some reason, you only get one try, then the opposite of success is meaningful, because you're now stuck dealing with that outcome. If multiple attempts are allowed and there is no reason to care how long it takes, then I would not roll. I mean, to me, using dice to resolve uncertainty is the whole point. Asking, "Why use RNG when there are already lots of branches?" is completely missing the point.* Creating branches is an outcome, but it's not necessarily the point. I'm using RNG to resolve uncertainty because that's fundamental to the game I'm playing -- we do stuff, and when we reach a moment where the outcome matters and is also uncertain, we turn to the dice. I've just been reading Mythic GM Emulator recently, and it's not dissimilar to the Oracle questions there. You can ask "Is the angry ogre in this room?" and the answer may well just be, "No." We can argue back and forth about what constitutes a situation where it matters, but I'm not terribly interested in locking it down to a particular set of inviolable rules. I've got a pretty good feel for when it matters to me, and that feel seems to work well for our group, which is all I need. *To be clear, it's missing the point with respect to my game style. I presume that, within the context of your own style, it's entirely the point. [/QUOTE]
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