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General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="Bawylie" data-source="post: 7796532" data-attributes="member: 6776133"><p>Yeah.</p><p></p><p>I mean, looking at the source text is always the starting point when you’re trying to apply this sort of stuff to your game. It should be the end point though. You also have to look at what you’ve been doing, what others have been doing, and the common practices you see here and elsewhere. And THEN you have to ask yourself “what makes the most sense here?” The goal, for me anyway, is to develop a series of ‘Best Practices’ that I can refine and iterate on, but that are aimed at consistent play. </p><p></p><p>One poster up-thread said something like “success and failure will be determined by stats.” (Apologies if I misstated that). What I got from that is the idea that the numbers matter MORE than any decision a player can make. IOW, if the numbers are good enough, it doesn’t matter that the idea is bad. “I rolled a 20 on animal handling and this is my new pet T-Rex.”</p><p></p><p>Ok, cool. But not for me. I believe that playing the game involves making decisions about the scenario presented and that the decisions can be good enough (or bad enough) to succeed (or fail) on their own merits. So the dice have a say on the outcome, in my game, only when I myself am not certain of the outcome. And I try to apply a reasonable person standard. That means remote chances of success get lumped in with failure and remote chances of failure get lumped in with success. Yes, sometimes I trip over my own shoelaces, but that doesn’t warrant a roll as I walk across a room. (Please take this example in good faith - I know nobody rolls for walking across a room, I’m merely using an unrealistic example to illustrate a principle at work). </p><p></p><p>Anyway. “The rules say” is the start of wisdom, talking with you guys is another major component, and checking that against my own game-play, and my own brain is the last big component.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7796532, member: 6776133"] Yeah. I mean, looking at the source text is always the starting point when you’re trying to apply this sort of stuff to your game. It should be the end point though. You also have to look at what you’ve been doing, what others have been doing, and the common practices you see here and elsewhere. And THEN you have to ask yourself “what makes the most sense here?” The goal, for me anyway, is to develop a series of ‘Best Practices’ that I can refine and iterate on, but that are aimed at consistent play. One poster up-thread said something like “success and failure will be determined by stats.” (Apologies if I misstated that). What I got from that is the idea that the numbers matter MORE than any decision a player can make. IOW, if the numbers are good enough, it doesn’t matter that the idea is bad. “I rolled a 20 on animal handling and this is my new pet T-Rex.” Ok, cool. But not for me. I believe that playing the game involves making decisions about the scenario presented and that the decisions can be good enough (or bad enough) to succeed (or fail) on their own merits. So the dice have a say on the outcome, in my game, only when I myself am not certain of the outcome. And I try to apply a reasonable person standard. That means remote chances of success get lumped in with failure and remote chances of failure get lumped in with success. Yes, sometimes I trip over my own shoelaces, but that doesn’t warrant a roll as I walk across a room. (Please take this example in good faith - I know nobody rolls for walking across a room, I’m merely using an unrealistic example to illustrate a principle at work). Anyway. “The rules say” is the start of wisdom, talking with you guys is another major component, and checking that against my own game-play, and my own brain is the last big component. [/QUOTE]
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