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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="Campbell" data-source="post: 8016967" data-attributes="member: 16586"><p>I think part of what is going on here is that some of us are associating "go to the dice" with games where the rules of the game tell us what happens. In 5th Edition except during combat and when a spell is involved the dice roll is nonbinding. In Fifth Edition the DM determines whether dice are rolled and what impact that has. This is different from even Pathfinder Second Edition which (taking some cues from Apocalypse World) lays out what success or failure mean and provides guidance on what DCs should look like for a given skill.</p><p></p><p>If I am trying to have my character intimidate a mad tyrant into doing something he does not want to do the game provides me with guidance on the sort of fictional position my character needs, what DCs likely look like, and what happens if my character critically succeeds, succeeds, fails, or critically fails. This allows me to make decisions for my character with a much better view of what might happen. The rules call out where judgement calls are expected to occur so I know where I should expect to negotiate with the GM.</p><p></p><p>It is possible to get that kind of information from a GM, but at that point they would just be writing their own game.</p><p></p><p>I am not saying the approach Pathfinder Second Edition takes is preferable in all cases. I do think the clear expectations it provides to both players and GMs can help (but not necessarily will) provide an experience where players have more agency over the fiction.</p><p></p><p>I think having a strong idea about the consequences rather than just success or failure is critical. I have zero interest in Spicy Dice rolls. If dice rolls do not really matter I would rather not roll them.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8016967, member: 16586"] I think part of what is going on here is that some of us are associating "go to the dice" with games where the rules of the game tell us what happens. In 5th Edition except during combat and when a spell is involved the dice roll is nonbinding. In Fifth Edition the DM determines whether dice are rolled and what impact that has. This is different from even Pathfinder Second Edition which (taking some cues from Apocalypse World) lays out what success or failure mean and provides guidance on what DCs should look like for a given skill. If I am trying to have my character intimidate a mad tyrant into doing something he does not want to do the game provides me with guidance on the sort of fictional position my character needs, what DCs likely look like, and what happens if my character critically succeeds, succeeds, fails, or critically fails. This allows me to make decisions for my character with a much better view of what might happen. The rules call out where judgement calls are expected to occur so I know where I should expect to negotiate with the GM. It is possible to get that kind of information from a GM, but at that point they would just be writing their own game. I am not saying the approach Pathfinder Second Edition takes is preferable in all cases. I do think the clear expectations it provides to both players and GMs can help (but not necessarily will) provide an experience where players have more agency over the fiction. I think having a strong idea about the consequences rather than just success or failure is critical. I have zero interest in Spicy Dice rolls. If dice rolls do not really matter I would rather not roll them. [/QUOTE]
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Realistic Consequences vs Gameplay
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