Correct.When I asked you if every single thing a player wants to do needs to be rolled for, you said no.
As the rules state quite clearly, the GM says "yes" when nothing is at stake. When a player's PC has the Belief I will bring Joachim's blood to my master, and when that PC is faced with the prospect of Joachim's blood flowing away across the floor, and therefore declares "I look for a vessel to catch the blood", there is something at stake. To make it crystal clear - what is at stake is whether the blood can be caught. So the dice have to be rolled.The actual rules state "say yes or roll the dice." So why not "say yes" to the question of "do I see a cup?"
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the GM could have said yes instead of having them roll the dice.
Yes, I believe you. This is why I also keep saying that, to me, it seems that you are not understanding how scene framing and action resolution work in Burning Wheel. Because if you did, you would recognise how the example that I've provided illustrates the rules for scene-framing found on p 11, for when the dice must be rolled found on pp 11 and 72, for how to establish intent and task found on pp 24-25, and for what follows from success found on pp 30 and 32.You keep claiming that there was something at stake here, but I'm not seeing it-
Well, I know basically three broad categories of rules to govern when the dice need to be rolled.I have said that the rules in BW go against the rules in basically every other game out there, and not in a good or innovative way.
One is "if you do it, you do it". Apocalypse World uses this. I also think this is the best way of playing Classic Traveller; although the rulebooks from 1977 aren't completely clear on the issue, they tend to incline this way. This is also the standard way of resolving D&D combat.
Another is "say 'yes' if nothing is at stake, or otherwise roll the dice". BW uses this. So does Dogs in the Vineyard (which is where BW gets it from). Prince Valiant is not quite as clear, but I think this generally works best for Prince Valiant also. Marvel Heroic RP, and 4e D&D outside of combat, are not completely clear but also I think work best this way. Different games may use different heuristics to work out when something is at stake. I've explained the BW one in a fair bit of detail in multiple posts in this thread.
A third is the GM decides when a roll is called for. Again, there can be different heuristics for making that decision. Most of classic D&D non-combat works like this - Moldvay Basic sets out some good heuristics for this in ch 8 of the rulebook. 5e D&D also works like this, but I'm not sure if the heuristics are as clear as the Moldvay Basic ones.
I don't think your claim about "most" RPGs is empirically grounded, unless you are relying on the fact that most actual events of playing a RPG use some non-4e version of D&D.
As I believe I posted already, Jobe and Tru-leigh were at their accommodations (from memory, a tavern or similar establishment) and had drugged the assassin Halika. They then travelled through the catacombs beneath the city to Jabal's tower. But they got lost on the way, meaning that Halika awakened from her stupor, and - realising what had happened - set off at speed to the tower, to get there before Jobe and Tru-leigh could take Joachim. And she did, thus finding herself able to decapitate Joachim.When I asked you why the PC wasn't carrying a waterskin, you said that PCs are ordinary people and don't carry adventuring gear.
That is an artificial restraint as waterskins are only peripherally adventuring gear--a D&D-style adventuring party may carry them, but so will perfectly average people during the day, since a lot of people engage in activities that make them thirsty. I can understand saying that a typical BW PC isn't going to carry a weapon or magic item on them, but a waterskin or wineskin?
Jobe and Tru-leigh had left their accommodations to sneak into Jabal's tower. They were not decked out for a camping trip. I don't recall what either was carrying, other than their clothes, and in Tru-leigh's case probably his snakes.
From pp 17 and 21-22 of Hub and Spokes:@Lanefan you asked a few times why someone couldn't have a cup on their character sheet, especially if they knew that they would have to gather blood at some point soon. When you replied to him, you didn't answer him, but instead quoted some text that didn't address the actual issue. At some point, @SableWyvern replied, but said "I have no experience with BW, but this just sounds like a roundabout way of saying, "I don't want to play Burning Wheel, but if I did play anyway, I'd do it without buying into the premise and actively trying to subvert it."" To me that sounds like "it's not in the spirit of the game."
If you want to say that the player didn't think to be prepared by carrying a cup or vial around with them, then OK.
Let’s take a look at what comprises a character in this system: He has stats, attributes and skills; Beliefs, Instincts and traits; Resources, relationships, reputations, affiliations and Circles; and of course, he’s got his gear and stuff that he totes around with him.
All of these elements affect how the character is played, and thus how the game is shaped by the character’s actions. . . .
No fantasy roleplaying game would be complete without stuff: Swords, armor, books, spells, clothes, shoes, lanterns, etc. All of the bits and pieces to make you feel right. In this game, gear augments an ability or reduces (or increases) a penalty. Swords augment your Power stat when your character is trying to kill someone. Lanterns reduce penalties for Perception tests in darkness. Clothes keep those social skill test obstacles down.
Gear is initially acquired in character burning. In play, gear is purchased via a Resources test or even just granted by the GM during appropriate scenes: a knight is granted a new sword and suit of armor by his liege, or a magic helmet is found in the burial mound of a long-dead god, for example.
Mostly though, gear is window dressing that adds detail to your world.
All of these elements affect how the character is played, and thus how the game is shaped by the character’s actions. . . .
No fantasy roleplaying game would be complete without stuff: Swords, armor, books, spells, clothes, shoes, lanterns, etc. All of the bits and pieces to make you feel right. In this game, gear augments an ability or reduces (or increases) a penalty. Swords augment your Power stat when your character is trying to kill someone. Lanterns reduce penalties for Perception tests in darkness. Clothes keep those social skill test obstacles down.
Gear is initially acquired in character burning. In play, gear is purchased via a Resources test or even just granted by the GM during appropriate scenes: a knight is granted a new sword and suit of armor by his liege, or a magic helmet is found in the burial mound of a long-dead god, for example.
Mostly though, gear is window dressing that adds detail to your world.
I guess I have assumes that posters who are as curious as you appear to be about a RPG will have downloaded the free rules and had a look through them.