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*TTRPGs General
Playing a Game When You Don't Know the Rules
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<blockquote data-quote="Wednesday Boy" data-source="post: 5681244" data-attributes="member: 53678"><p>I think usable descriptions by the GM similar to your examples would suffice. As long as there's a decent way to balance the risks and benefits of an action. </p><p> </p><p></p><p> </p><p>Clearly you've never played Risk with Newman!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>The point I was going for is that a player (and therefore the adventurer) should know what a grapple in general would lead to, not specifically what will result from grappling with a troll. If the grappling system being used favors the defender (like SW SAGA where a minor action negates the grab) the player could be throwing themselves in undue risk if they assume the grappling system will keep them engaged with their target.</p><p> </p><p>Like your examples above this could be handled with a description from the GM.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 5681244, member: 53678"] I think usable descriptions by the GM similar to your examples would suffice. As long as there's a decent way to balance the risks and benefits of an action. Clearly you've never played Risk with Newman!:) The point I was going for is that a player (and therefore the adventurer) should know what a grapple in general would lead to, not specifically what will result from grappling with a troll. If the grappling system being used favors the defender (like SW SAGA where a minor action negates the grab) the player could be throwing themselves in undue risk if they assume the grappling system will keep them engaged with their target. Like your examples above this could be handled with a description from the GM. [/QUOTE]
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