Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Playstyle vs Mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pedantic" data-source="post: 9531496" data-attributes="member: 6690965"><p>Point of order, improvised action DCs (and very particularly skill challenges) are anathema to my preferred D&D, and I'm a direct product of an older D&D edition. I recently saw someone put forward a very useful summation of the position as "it is necessary for the rules to be laid out completely to the players before play begins so that the characters can know what they can do."</p><p></p><p>It's not sufficient to simply write rules for all these things, without very clear advice in both the player and DM facing books indicating what to include, what to disclude and why. I do not want to have to explain to a player that there is no significantly cool description of their intended outcome than can cause Religion to include new effects, and equally I need to know if it's worth knowing the list of Climb DC modifiers to hit a specific breakpoint, or if Climb DCs are going to scale to the perceived stakes of the situation. </p><p></p><p>I would argue that's a whole extra design task; the game needs to create effective language for calling out those toggles, something like an expanded version of Fantasy Craft's campaign qualities. Then you probably need session 0 advice on getting rules/adjudication buy in as a separate matter from genre/tone, establishing player expectations, and so on. Even basic things like "who determines which rules apply?" Needs to be laid out clearly.</p><p></p><p>Just offering all these options is, if anything, worse. A real toolkit needs to explain how to use its content, and unfortunately is going to be harder to use than a game that can commit to one style of play and super that throughout. Content curation and ruling are established at the table game play elements/skills players and GMs are expected to develop, but systemic curation is pretty rarified and not well understood. I don't think any RPG designer has shown any real skill in leading players to it consistently.</p><p></p><p>I'm usually on the "design is hard, we should be paying people to do the hard stuff" side, but I'm both doubtful at this point that anyone has the skill or ambition to take on that task, and ultimately not confident that even if such a product were produced, people would be willing to engage with it at the level it would require.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9531496, member: 6690965"] Point of order, improvised action DCs (and very particularly skill challenges) are anathema to my preferred D&D, and I'm a direct product of an older D&D edition. I recently saw someone put forward a very useful summation of the position as "it is necessary for the rules to be laid out completely to the players before play begins so that the characters can know what they can do." It's not sufficient to simply write rules for all these things, without very clear advice in both the player and DM facing books indicating what to include, what to disclude and why. I do not want to have to explain to a player that there is no significantly cool description of their intended outcome than can cause Religion to include new effects, and equally I need to know if it's worth knowing the list of Climb DC modifiers to hit a specific breakpoint, or if Climb DCs are going to scale to the perceived stakes of the situation. I would argue that's a whole extra design task; the game needs to create effective language for calling out those toggles, something like an expanded version of Fantasy Craft's campaign qualities. Then you probably need session 0 advice on getting rules/adjudication buy in as a separate matter from genre/tone, establishing player expectations, and so on. Even basic things like "who determines which rules apply?" Needs to be laid out clearly. Just offering all these options is, if anything, worse. A real toolkit needs to explain how to use its content, and unfortunately is going to be harder to use than a game that can commit to one style of play and super that throughout. Content curation and ruling are established at the table game play elements/skills players and GMs are expected to develop, but systemic curation is pretty rarified and not well understood. I don't think any RPG designer has shown any real skill in leading players to it consistently. I'm usually on the "design is hard, we should be paying people to do the hard stuff" side, but I'm both doubtful at this point that anyone has the skill or ambition to take on that task, and ultimately not confident that even if such a product were produced, people would be willing to engage with it at the level it would require. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Playstyle vs Mechanics
Top