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<blockquote data-quote="5ekyu" data-source="post: 7299864" data-attributes="member: 6919838"><p>you yourself describe using the narration to get more auto-success an fewewr random chances as a "strategy" as a better strategic choice which to me seems to make it a fair statement to describe it as "playing the GM" by giving him more of the bells and whisteles the Gm requires for auto-successes (and fewer failure chances) instead of "playing the game" and relying on your character to have the skill to overcome the challenges. </p><p></p><p>You can take that as derogatory but i do not see it as any different from how you have described it - yourself multiple times - as you describing it as a winning strategy to get more successes.</p><p></p><p>As for narrative analogs there are things which we can draw easy mechanical descriptions to for tieing action to result - such as "i pull out all the drawers, looking thru the contents of each and under each and... [insert every successful search technique that can apply hoping one hits the GM auto-success trigger this time]" etc. Similarly, we can all draw some obvious guiesses as to what would be more successful or such for certain conversational "tasks" for things we are </p><p></p><p>But we do not have just as clear descriptive declarations that would make tasks without such a obvious physical component or which apply to magical or less realistic approaches.</p><p></p><p>What would be the auto-success description for using arcana or religion or others to RECALL info? "i think really hard and check each drawer in my mind without fail?"</p><p></p><p>What would be the auto-success description for diagnosing a disease in a world of pre-modern medicine and magical afflictions? "I use hot onyx stones applied to the stomach to drive the toad that is growing in his stomach out, placing them precisely."</p><p></p><p>What would be the auto-success description for pick pocket, tightrope walking, etc?</p><p></p><p>basically, it seems this approach **could** create two classes of skills or abilities:</p><p>those where auto-success narratives are rare if not at all ever encountered (skill score is VERY important)</p><p>those where auto-success narratives are somewhat frequent or even just uncommon but **exist enough that it would be described by those familiar with it as a clearly better strategy to work at getting** (where skill score is much less critical.)</p><p></p><p>if, you, a significant proponent of the approach repeatedly refer to it as such a strong strategic choice over just relying on the character's skill and the mechanics, then it seems that unless you have such a degree of auto-success setup for all skills then you have created these two tiers of skills and scores *or* you must have narrative analogs for all skills.</p><p></p><p>May not be a worry in your games but i have certainly seen games where players have espoused just such a "good strategy" type reference for shortcutting the character stats on elements where they though their own PLAYER skills at talking and describing would cover that weakness just fine.</p><p></p><p>Not a worry everybody would have but since i make all players go through a whole bunch of point decisions at chargen and level by level i want to be able to show them in play they all play out equally.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7299864, member: 6919838"] you yourself describe using the narration to get more auto-success an fewewr random chances as a "strategy" as a better strategic choice which to me seems to make it a fair statement to describe it as "playing the GM" by giving him more of the bells and whisteles the Gm requires for auto-successes (and fewer failure chances) instead of "playing the game" and relying on your character to have the skill to overcome the challenges. You can take that as derogatory but i do not see it as any different from how you have described it - yourself multiple times - as you describing it as a winning strategy to get more successes. As for narrative analogs there are things which we can draw easy mechanical descriptions to for tieing action to result - such as "i pull out all the drawers, looking thru the contents of each and under each and... [insert every successful search technique that can apply hoping one hits the GM auto-success trigger this time]" etc. Similarly, we can all draw some obvious guiesses as to what would be more successful or such for certain conversational "tasks" for things we are But we do not have just as clear descriptive declarations that would make tasks without such a obvious physical component or which apply to magical or less realistic approaches. What would be the auto-success description for using arcana or religion or others to RECALL info? "i think really hard and check each drawer in my mind without fail?" What would be the auto-success description for diagnosing a disease in a world of pre-modern medicine and magical afflictions? "I use hot onyx stones applied to the stomach to drive the toad that is growing in his stomach out, placing them precisely." What would be the auto-success description for pick pocket, tightrope walking, etc? basically, it seems this approach **could** create two classes of skills or abilities: those where auto-success narratives are rare if not at all ever encountered (skill score is VERY important) those where auto-success narratives are somewhat frequent or even just uncommon but **exist enough that it would be described by those familiar with it as a clearly better strategy to work at getting** (where skill score is much less critical.) if, you, a significant proponent of the approach repeatedly refer to it as such a strong strategic choice over just relying on the character's skill and the mechanics, then it seems that unless you have such a degree of auto-success setup for all skills then you have created these two tiers of skills and scores *or* you must have narrative analogs for all skills. May not be a worry in your games but i have certainly seen games where players have espoused just such a "good strategy" type reference for shortcutting the character stats on elements where they though their own PLAYER skills at talking and describing would cover that weakness just fine. Not a worry everybody would have but since i make all players go through a whole bunch of point decisions at chargen and level by level i want to be able to show them in play they all play out equally. [/QUOTE]
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