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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="AnotherGuy" data-source="post: 9680216" data-attributes="member: 7029930"><p>What some trad DMs, to eliminate their own bias, is assign odds and then roll a die to see if the cook is in the kitchen or wherever.</p><p></p><p>One can expedite the process by deriving the following quick table</p><p></p><p>01-05 lose x time, lockpicks break (1-2) or gets jammed in the lock (4-6)</p><p>06-10 lose x time, fail, can attempt again</p><p>11-15 success with complication, you pick the lock but the cook is in the kitchen (1-5) or you drop the lockpicks accidentally making a sound (6)</p><p>16+ success no complication</p><p></p><p>Whether you roll the die independently, one for lockpicking and another for where the cook is or whether you assign it all in one, the difference essentially are the statistical odds of the cook appearing.</p><p>I do think mechanics for Trad GMs such as Fail Forward or Success with Complication are a little more hesitant as they like to consider the effects of those techniques on the consistency for fiction and perhaps various gamist principles.</p><p>Whereas GMs who are more pro the Narrative have a little more freedom as Fail Foward and Success with Complication inform them where/when they can extend some of their creativity.</p><p></p><p>Much of this earlier part of this discussion in this thread the Narrative-pro posters were asking what restrictions/restraints exist on the Trad-GM side of the aisle when it comes to <em>GM decides</em>. Well, here we see a conservative application of 2 techniques with the <em>GM decides </em>approach.</p><p></p><p>The Trad GMs do not feel as comfortable mixing fictions in one roll, and this is likely because the stakes of the roll have been set:</p><p>Success or Failure on the lockpick. To mix further fiction into the roll may feel to the Trad GM as cheating or playing loosey-goosey with the fiction particularly because Trad play is not generally player-facing. If the stakes on the roll included that <em>other fiction</em> then I do not think the Trad GMs would have an issue but one should take note of how a call for checks arise in a Trad game.</p><p></p><p>GM: You test the door. It is locked.</p><p>Rogue: I pull out my lockpicks and attempt to pick it.</p><p>GM: Considers if there is risk (time likely). Make a Tool Kit Proficiency check. [The GM may not even provide the necessary DCs]</p><p>....There is no negotiation of additional stakes or complications. The rules do not necessarily speak of it either.</p><p></p><p>This is very different in a Narrative game I suspect.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9680216, member: 7029930"] What some trad DMs, to eliminate their own bias, is assign odds and then roll a die to see if the cook is in the kitchen or wherever. One can expedite the process by deriving the following quick table 01-05 lose x time, lockpicks break (1-2) or gets jammed in the lock (4-6) 06-10 lose x time, fail, can attempt again 11-15 success with complication, you pick the lock but the cook is in the kitchen (1-5) or you drop the lockpicks accidentally making a sound (6) 16+ success no complication Whether you roll the die independently, one for lockpicking and another for where the cook is or whether you assign it all in one, the difference essentially are the statistical odds of the cook appearing. I do think mechanics for Trad GMs such as Fail Forward or Success with Complication are a little more hesitant as they like to consider the effects of those techniques on the consistency for fiction and perhaps various gamist principles. Whereas GMs who are more pro the Narrative have a little more freedom as Fail Foward and Success with Complication inform them where/when they can extend some of their creativity. Much of this earlier part of this discussion in this thread the Narrative-pro posters were asking what restrictions/restraints exist on the Trad-GM side of the aisle when it comes to [I]GM decides[/I]. Well, here we see a conservative application of 2 techniques with the [I]GM decides [/I]approach. The Trad GMs do not feel as comfortable mixing fictions in one roll, and this is likely because the stakes of the roll have been set: Success or Failure on the lockpick. To mix further fiction into the roll may feel to the Trad GM as cheating or playing loosey-goosey with the fiction particularly because Trad play is not generally player-facing. If the stakes on the roll included that [I]other fiction[/I] then I do not think the Trad GMs would have an issue but one should take note of how a call for checks arise in a Trad game. GM: You test the door. It is locked. Rogue: I pull out my lockpicks and attempt to pick it. GM: Considers if there is risk (time likely). Make a Tool Kit Proficiency check. [The GM may not even provide the necessary DCs] ....There is no negotiation of additional stakes or complications. The rules do not necessarily speak of it either. This is very different in a Narrative game I suspect. [/QUOTE]
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