I thought you play D&D?
Yes. Do you have a point or are you just going to tell me that I don't know how to play the game?
I thought you play D&D?
...yeah, because preferences differ.Oh I can accept that because people are saying it… I don’t think anyone is lying.
But I also expect that most folks would say that, per the rules of procedures of 5e, the GM can simply introduce an NPC whenever they want.
So using a player roll that fails to take the opportunity to do so doesn’t seem any kind of violation to the rules. It seems, to me, to be largely a stance taken simply to disagree with that’s perceived as “narrative mechanics”.
Well, there you go. Mission Accomplished?Honestly… I think maybe the core bit of disagreement is that I don’t think the world should be independent.
I've never tried to run a RPG where the setting was designed literally independently of the goals of play.I think maybe the core bit of disagreement is that I don’t think the world should be independent.
You know, if it was clear that the modifier wasn't representative of skill, perhaps even going so far as to primarily explain modifiers as a function of luck, I imagine this would be an easier sell. If you demote character skill to color explicitly, the underlying change in system is much clearer.No. The GM decides if the cook is there, or not, based on whether the rules tell us that the burglar's attempt to break in went well or badly.
That is exactly how I feel. I really don't care for the entire concept of metacurrency. By definition it takes things that are out of the PCs control and out them in the hands of the players, generally to serve a narrative purpose.I'm not even a big fan of heroic inspiration.I understand it as a game mechanic and I see why they do it but meta currency always reminds me of what my wife and I call "The script demands it" in certain TV shows. It's where a main character says or does doesn't really fit the fiction but the authors of the series want the story to go a certain way. So the hero survives something that should have outright killed them with no explanation of how they survived or a main character does something really stupid and out of character to add "drama". Another example is letting the antagonist escape when they could have easily stopped them but don't.
Meta currency strikes me the same way, it feels "artificial" is the best term I can think of. An outside influence changing things to serve some story oriented goal and not just what should logically follow.
Of course it does, and in those instances you do the best you can and hope it's enough.But we're back to the question I has several million posts ago: what do you do if the PCs decided to break into a house as a whim, not as part of a plan? Unless you are a world-class railroader, the PCs are sometimes going to want to do things you didn't plan for--and that sometimes may be a lot of the time. And that requires improvisation.
My point is that D&D is not a very "simulationist" game: it has lots of mechanics that don't take much input from the fiction, and that produce results that then need the fiction to be retrofitted in: its to hit rules, its damage rules, its action economy, its saving throws, its surprise rules, etc.Yes. Do you have a point or are you just going to tell me that I don't know how to play the game?
The modifier in (say) Burning Wheel or 4e D&D does represent the character's skill. That's why it's called a skill rating or a skill bonus.You know, if it was clear that the modifier wasn't representative of skill, perhaps even going so far as to primarily explain modifiers as a function of luck, I imagine this would be an easier sell. If you demote character skill to color explicitly, the underlying change in system is much clearer.
I don't see how what you said is different from what they said. Please explain.No. The GM decides if the cook is there, or not, based on whether the rules tell us that the burglar's attempt to break in went well or badly.