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
[rant]The conservatism of D&D fans is exhausting.
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="pemerton" data-source="post: 9701565" data-attributes="member: 42582"><p>I think this is separate from the issue of rolling dice.</p><p></p><p>I'm sure in the history of human beings there have been cases where a single conversation changed someone's mind about a deeply held belief. Religious conversions would probably figure in here, but I'm sure there have been other examples too. I agree, though, that it's not common.</p><p></p><p>But that is about <em>what counts as a permissible action declaration</em>: just as "I punch through the wall with my fist" is probably not going to get off the ground in most RPGs (unless the character has superstrength etc) so "I change their mind about their core belief by saying 'Hey, howaboutit?'" is not going to get off the ground either (unless the would-be persuader has superhuman charisma or mesmerism or whatever).</p><p></p><p>But if the action declaration is "I spend the next several months in intense convesation, explaining why <whatever> is the better view to have", then rolling a die might be a perfectly good way to resolve that action, even though <em>the process that is occurring in the fiction</em> is nothing like a die roll. Just as we might resolve "I spend a month doing my best to make a whole through the wall" can be resolved by a die roll, even though the process of poking and digging and carrying away rubble is not much like a die roll.</p><p></p><p>I want to know more about the game, I guess.</p><p></p><p>In Classic Traveller (1977), the morale rules are presented expressly as applying to PCs (Book 1, p 33):</p><p></p><p style="margin-left: 20px">A party of adventurers (player or non-player) which sustains casualties in an encounter will ultimately break or rout if it does not achieve victory.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">At the point in which 25% of a party are unconscious or killed, the party must begin throwing for morale. Average morale throw is 7+ to stand, or not break. Valiant parties may have a higher throw. D[ice ]M[odifier]s are allowed: +1 if the party is a military unit, +1 if a leader (leader expertise) is present, +1 if the leader has any tactical expertise; –2 if the leader is killed (for two combat rounds, and then until a new leader takes control), –2 if casualties exceed 50%.</p><p></p><p>So the game rules simply rule out a player making it a core trait of their PC, <em>I will never break or flee in battle</em>. </p><p></p><p>In Pendragon, some of a PC's core beliefs are mechanised as Passions. These are not fully under the player's control. For instance, as the rules state (5.2 ed, p 93),</p><p></p><p style="margin-left: 20px">a character is almost certain, at some time, to receive a failed Passion roll in time of a crisis. This failure may cause an</p> <p style="margin-left: 20px">immediate loss of 1 point in the associated Passion. Always ask the Gamemaster before you subtract the point, however (some circumstances may not warrant the reduction).</p><p></p><p>And Passion rolls can dictate certain actions on the part of the PC, and the player does not always get to choose to make the roll. From p 91:</p><p></p><p style="margin-left: 20px">The Gamemaster may call for a Passion roll, possibly with a modifier for the particular situation. This roll is handled as any</p> <p style="margin-left: 20px">other unopposed resolution (see Chapter 5), but uses the results found on Table 4.2: Standard Passion Results.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">At other times the player may request a roll, with the Gamemaster’s approval. Remember that the Gamemaster has final word on the appropriateness of attempting to use a Passion for Inspiration. Players are warned that Passion rolls can be extremely risky as well as rewarding, for they may subject a knight to several unusual states of mind, including Disheartened, Melancholy, and Madness.</p><p></p><p>These games are, in my view, as playable as conventional D&D, even though they don't give the player full control over who the character is and what they do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9701565, member: 42582"] I think this is separate from the issue of rolling dice. I'm sure in the history of human beings there have been cases where a single conversation changed someone's mind about a deeply held belief. Religious conversions would probably figure in here, but I'm sure there have been other examples too. I agree, though, that it's not common. But that is about [I]what counts as a permissible action declaration[/I]: just as "I punch through the wall with my fist" is probably not going to get off the ground in most RPGs (unless the character has superstrength etc) so "I change their mind about their core belief by saying 'Hey, howaboutit?'" is not going to get off the ground either (unless the would-be persuader has superhuman charisma or mesmerism or whatever). But if the action declaration is "I spend the next several months in intense convesation, explaining why <whatever> is the better view to have", then rolling a die might be a perfectly good way to resolve that action, even though [I]the process that is occurring in the fiction[/I] is nothing like a die roll. Just as we might resolve "I spend a month doing my best to make a whole through the wall" can be resolved by a die roll, even though the process of poking and digging and carrying away rubble is not much like a die roll. I want to know more about the game, I guess. In Classic Traveller (1977), the morale rules are presented expressly as applying to PCs (Book 1, p 33): [indent]A party of adventurers (player or non-player) which sustains casualties in an encounter will ultimately break or rout if it does not achieve victory. At the point in which 25% of a party are unconscious or killed, the party must begin throwing for morale. Average morale throw is 7+ to stand, or not break. Valiant parties may have a higher throw. D[ice ]M[odifier]s are allowed: +1 if the party is a military unit, +1 if a leader (leader expertise) is present, +1 if the leader has any tactical expertise; –2 if the leader is killed (for two combat rounds, and then until a new leader takes control), –2 if casualties exceed 50%.[/indent] So the game rules simply rule out a player making it a core trait of their PC, [I]I will never break or flee in battle[/I]. In Pendragon, some of a PC's core beliefs are mechanised as Passions. These are not fully under the player's control. For instance, as the rules state (5.2 ed, p 93), [indent]a character is almost certain, at some time, to receive a failed Passion roll in time of a crisis. This failure may cause an immediate loss of 1 point in the associated Passion. Always ask the Gamemaster before you subtract the point, however (some circumstances may not warrant the reduction).[/indent] And Passion rolls can dictate certain actions on the part of the PC, and the player does not always get to choose to make the roll. From p 91: [indent]The Gamemaster may call for a Passion roll, possibly with a modifier for the particular situation. This roll is handled as any other unopposed resolution (see Chapter 5), but uses the results found on Table 4.2: Standard Passion Results. At other times the player may request a roll, with the Gamemaster’s approval. Remember that the Gamemaster has final word on the appropriateness of attempting to use a Passion for Inspiration. Players are warned that Passion rolls can be extremely risky as well as rewarding, for they may subject a knight to several unusual states of mind, including Disheartened, Melancholy, and Madness.[/indent] These games are, in my view, as playable as conventional D&D, even though they don't give the player full control over who the character is and what they do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top