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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9708823" data-attributes="member: 71699"><p>[USER=22779]@Hussar[/USER] For instance, in WHFRP 2nd ed there is a skill</p><p></p><p style="margin-left: 20px"><strong>AnImal TraInIng</strong></p> <p style="margin-left: 20px">Skill Type: Advanced.</p> <p style="margin-left: 20px">Characteristic: Fellowship.</p> <p style="margin-left: 20px">Description: Use this skill to train animals to perform tricks and obey simple commands. The most commonly trained animals are</p> <p style="margin-left: 20px">dogs, horses, and hawks, though more unusual animals may be trained with the GM’s permission. Properly training an animal</p> <p style="margin-left: 20px">takes some time. Skill Tests should be made once a week during training. A simple trick can be learned with one successful test,</p> <p style="margin-left: 20px">a moderately difficult trick can be learned with three successful tests, and a difficult trick can be learned with ten successful tests.</p> <p style="margin-left: 20px">Related Talents: None.</p><p></p><p>The roll for an advanced skill is against your characteristic (here it is fellowship) which is a percentile (e.g. 55%), modified by a task difficulty (e.g. +10%). Unlike basic skills you cannot roll for an advanced skill if you don't have it on your character sheet. It wouldn't be unusual to have say a 65% chance of success. The game text on skills reads in part "For the majority of tests, it is enough to know whether or not you succeeded or failed."</p><p></p><p>D&D has</p><p></p><p style="margin-left: 20px"><strong>Animal Handling</strong> Wisdom</p> <p style="margin-left: 20px">Calm or train an animal, or get an animal to behave in a certain way.</p><p></p><p>The roll for a skill like is d20 + ability modifier + proficiency against a difficulty threshold. It wouldn't be unusual to have a 65% chance of success. The game text reads in part "The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result."</p><p></p><p>EDIT the latest version of RuneQuest has</p><p></p><p style="margin-left: 20px"><strong>Herd </strong>(05)</p> <p style="margin-left: 20px">Herd represents the ability to bring individual animals together into a herd, maintain the herd, and move the herd from place to place. It includes the ability to identify good pasture, and tell if a herd animal is in good health. It also includes the ability to train and use dogs or shadowcats to aid in herding. Common herd animals in Dragon Pass include cattle, sheep, bison, sable antelopes, impala, and high llamas. The Pure Horse People of the Grazelands herd horses exclusively. Goats are not herded by the Heortlings because they are viewed as unclean, but other peoples herd them.</p><p></p><p>The "05" is the base chance, a percentage to which is added training and modifiers for INT and POW. A starting PC who focused on it could have around a 50% chance which can sometimes be augmented by various affinities. The text reads in part "in stressful situations the gamemaster may call for skill rolls to see if an adventurer can successfully use a specific skill to perform a desired activity or achieve a desired goal."</p><p></p><p>Can you explain how the WHFRP or RuneQuest skills texts are giving you more information that you must have to narrate simulatively, compared to D&D? Is it that Animal Training in WHFRP tells you how many skill tests to teach a trick, and you know that it is realistic that animals take one, three or ten successful week long efforts to train, and have never seen a DM make a judgement that feels equally realistic in play unaided? Equally you're confident that play will yield no situations in which DM will have to decide that pasture is good or bad, or what aiding in herding should amount to? So that the text fully explains those things and RQ GM will never need to exert a simulative capacity.</p><p></p><p>I do also find myself wondering what is going to count as a "trick" seeing as it's not defined in the text. If you believe that DMs can't make simulative judgements, then there's no lusory-means in the game to decide that. It'd also be puzzling how the group will know what a "moderately difficult" trick is going to be compared to a "difficult" one, supposing that same lack of capacity.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9708823, member: 71699"] [USER=22779]@Hussar[/USER] For instance, in WHFRP 2nd ed there is a skill [INDENT][B]AnImal TraInIng[/B][/INDENT] [INDENT]Skill Type: Advanced.[/INDENT] [INDENT]Characteristic: Fellowship.[/INDENT] [INDENT]Description: Use this skill to train animals to perform tricks and obey simple commands. The most commonly trained animals are[/INDENT] [INDENT]dogs, horses, and hawks, though more unusual animals may be trained with the GM’s permission. Properly training an animal[/INDENT] [INDENT]takes some time. Skill Tests should be made once a week during training. A simple trick can be learned with one successful test,[/INDENT] [INDENT]a moderately difficult trick can be learned with three successful tests, and a difficult trick can be learned with ten successful tests.[/INDENT] [INDENT]Related Talents: None.[/INDENT] The roll for an advanced skill is against your characteristic (here it is fellowship) which is a percentile (e.g. 55%), modified by a task difficulty (e.g. +10%). Unlike basic skills you cannot roll for an advanced skill if you don't have it on your character sheet. It wouldn't be unusual to have say a 65% chance of success. The game text on skills reads in part "For the majority of tests, it is enough to know whether or not you succeeded or failed." D&D has [INDENT][B]Animal Handling[/B] Wisdom[/INDENT] [INDENT]Calm or train an animal, or get an animal to behave in a certain way.[/INDENT] The roll for a skill like is d20 + ability modifier + proficiency against a difficulty threshold. It wouldn't be unusual to have a 65% chance of success. The game text reads in part "The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result." EDIT the latest version of RuneQuest has [INDENT][B]Herd [/B](05)[/INDENT] [INDENT]Herd represents the ability to bring individual animals together into a herd, maintain the herd, and move the herd from place to place. It includes the ability to identify good pasture, and tell if a herd animal is in good health. It also includes the ability to train and use dogs or shadowcats to aid in herding. Common herd animals in Dragon Pass include cattle, sheep, bison, sable antelopes, impala, and high llamas. The Pure Horse People of the Grazelands herd horses exclusively. Goats are not herded by the Heortlings because they are viewed as unclean, but other peoples herd them.[/INDENT] The "05" is the base chance, a percentage to which is added training and modifiers for INT and POW. A starting PC who focused on it could have around a 50% chance which can sometimes be augmented by various affinities. The text reads in part "in stressful situations the gamemaster may call for skill rolls to see if an adventurer can successfully use a specific skill to perform a desired activity or achieve a desired goal." Can you explain how the WHFRP or RuneQuest skills texts are giving you more information that you must have to narrate simulatively, compared to D&D? Is it that Animal Training in WHFRP tells you how many skill tests to teach a trick, and you know that it is realistic that animals take one, three or ten successful week long efforts to train, and have never seen a DM make a judgement that feels equally realistic in play unaided? Equally you're confident that play will yield no situations in which DM will have to decide that pasture is good or bad, or what aiding in herding should amount to? So that the text fully explains those things and RQ GM will never need to exert a simulative capacity. I do also find myself wondering what is going to count as a "trick" seeing as it's not defined in the text. If you believe that DMs can't make simulative judgements, then there's no lusory-means in the game to decide that. It'd also be puzzling how the group will know what a "moderately difficult" trick is going to be compared to a "difficult" one, supposing that same lack of capacity. [/QUOTE]
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