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General Tabletop Discussion
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Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="5ekyu" data-source="post: 7794324" data-attributes="member: 6919838"><p>Let me describe the following for my games.</p><p></p><p>Scenery Events - Whatever question there is can be handled without fail by most anyone without any check. It really takes a flaw or circumstantial hindrance to impose risk. Crossing a river on a sturdy bridge, using handy ladder or board to cross a 10-15' pit, eating without spilling... well...ok maybe not that one. The key is anyone can do this using what's available without fail without needing to know specific stats of the character.</p><p></p><p>Ability Events - here we have events, tasks or challenges where not everyone can succeed without fail. Some reference to character stats must be made. That reference may lead to "no roll" resolutions or may lead to checks. It's not uncommon for these to be auto for some and roll for others within a group. Jumping a 10' or 15' pit is a good example. </p><p></p><p>While the fussin' keeps circling do you do this or that, I think in fact we mostly all do both, have both, and the perception of difference comes about from how much we do either.</p><p></p><p>In my games, most challenges that matter, events that matter, etc fall into the second category, ones where it's not just a scenery event - it's not just solvable by anyone regardless of who it is by "using what's available." </p><p></p><p>In my games, the second most likely type of challenge that matters will be one where it's a scenery <em>and</em> ability event - you have to use what's available <em>and</em> reference character - both. </p><p></p><p>In my games, at the bottom of likely challenge that matter are scenery events. If it's something anyone can do, it's not really gonna matter as far as being a challenge worth spending resolution on. Usually these are leading to or following after the real challenges. "I spend 10000 gold to build abc for the town" might get time and have major in-game impact but it's not the challenge or necessary needing resolution. Most likely it's the follow-up of an actual challenge success.</p><p></p><p>To me, for it to be a significant point made about how your odds of success improve if you dont roll etc, it sounds like there are a lot more scenery events being used in that game than I normally think of as a hood balance. When I have seen games where that was true, it seemed to really favor some players over others because simply put the characters'stats were less often involved in the resolution of events that matter. On the other hand some might think if you go too far the other way, you might get to where player choice doesn't matter and it's just about stats and rolls.</p><p></p><p>.for me, I think myself the mechanics have enough ways for advsntage, disadvantage and auto success that I dont fear the latter at all. So, I am fine with almost all of the events that matter being ability events or ability and scenery events. </p><p></p><p>Ymmv.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7794324, member: 6919838"] Let me describe the following for my games. Scenery Events - Whatever question there is can be handled without fail by most anyone without any check. It really takes a flaw or circumstantial hindrance to impose risk. Crossing a river on a sturdy bridge, using handy ladder or board to cross a 10-15' pit, eating without spilling... well...ok maybe not that one. The key is anyone can do this using what's available without fail without needing to know specific stats of the character. Ability Events - here we have events, tasks or challenges where not everyone can succeed without fail. Some reference to character stats must be made. That reference may lead to "no roll" resolutions or may lead to checks. It's not uncommon for these to be auto for some and roll for others within a group. Jumping a 10' or 15' pit is a good example. While the fussin' keeps circling do you do this or that, I think in fact we mostly all do both, have both, and the perception of difference comes about from how much we do either. In my games, most challenges that matter, events that matter, etc fall into the second category, ones where it's not just a scenery event - it's not just solvable by anyone regardless of who it is by "using what's available." In my games, the second most likely type of challenge that matters will be one where it's a scenery [I]and[/I] ability event - you have to use what's available [I]and[/I] reference character - both. In my games, at the bottom of likely challenge that matter are scenery events. If it's something anyone can do, it's not really gonna matter as far as being a challenge worth spending resolution on. Usually these are leading to or following after the real challenges. "I spend 10000 gold to build abc for the town" might get time and have major in-game impact but it's not the challenge or necessary needing resolution. Most likely it's the follow-up of an actual challenge success. To me, for it to be a significant point made about how your odds of success improve if you dont roll etc, it sounds like there are a lot more scenery events being used in that game than I normally think of as a hood balance. When I have seen games where that was true, it seemed to really favor some players over others because simply put the characters'stats were less often involved in the resolution of events that matter. On the other hand some might think if you go too far the other way, you might get to where player choice doesn't matter and it's just about stats and rolls. .for me, I think myself the mechanics have enough ways for advsntage, disadvantage and auto success that I dont fear the latter at all. So, I am fine with almost all of the events that matter being ability events or ability and scenery events. Ymmv. [/QUOTE]
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