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General Tabletop Discussion
D&D Older Editions
Reconciling 4e's rough edges with Story Now play
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<blockquote data-quote="andreszarta" data-source="post: 8991833" data-attributes="member: 7036985"><p>Ah! This clarifies things a bit. Seems its like we can deploy them inside encounters as little bits of task resolution, where those tasks meaningfully contribute to the overall resolution of the conflict/encounter given the inherent structural pressures (turns) of said encounters. </p><p></p><p>Can you point me to any that don't exist within a larger Skill Challenge context?</p><p></p><p>As in "this is the flip side of the coin/the player facing mechanics for dealing with difficult terrain"?</p><p></p><p>Very similar approach to how Vincent Baker plays games like Pendragon and Ars Magica. I just wish I was confident enough to know that I'll be able to do editing-on-the-run. Like, I know my story now principles and agenda well...but well enough to recognize when the system is pulling towards trad gaming and I need change something then? Any tips? </p><p></p><p>Can you expand on this? Like it would seem to me that DW's moves are way more generalizable (and thus useful) than the specific use cases of skills.</p><p></p><p>Uhhh! I think understanding this is key in me being able to bridge my current gap in seeing objective DC as viable for SN Gaming. I'll give BW a read soon to see what I can glean from it. In the mean time I'll patiently wait until you return, and if you are not too turned off by that other thread, I would like to understand what do you find objective DCs qualitatively add to the experience.</p><p></p><p><strong>To summarize</strong>, when looking at skills for a future Story Now 4e game:</p><p>1. Use the rules for specific task resolution when they meaningfully contribute within the larger structure of an encounter (combat, traps).</p><p>2. Use the discussion of skill improvisation in the Rules Compendium as a conceptual starting point for skills that later fits into the resolution mechanics of Skill Challenges. </p><p>3. Some other use (which I'm in the process of understanding) where rolling against an objective DC is, in itself, a viable conflict resolution mechanism just like dice pools/snowballing moves is in contemporary games.</p><p></p><p>Am I missing something? Take 10, Passives?</p><p></p><p>Let's talk Rituals! Eye of Alarm, for instance. Same deal right? It totally makes sense in a naturalistic, dungeon crawling context with a persistent world. In a scene-framing game though?</p></blockquote><p></p>
[QUOTE="andreszarta, post: 8991833, member: 7036985"] Ah! This clarifies things a bit. Seems its like we can deploy them inside encounters as little bits of task resolution, where those tasks meaningfully contribute to the overall resolution of the conflict/encounter given the inherent structural pressures (turns) of said encounters. Can you point me to any that don't exist within a larger Skill Challenge context? As in "this is the flip side of the coin/the player facing mechanics for dealing with difficult terrain"? Very similar approach to how Vincent Baker plays games like Pendragon and Ars Magica. I just wish I was confident enough to know that I'll be able to do editing-on-the-run. Like, I know my story now principles and agenda well...but well enough to recognize when the system is pulling towards trad gaming and I need change something then? Any tips? Can you expand on this? Like it would seem to me that DW's moves are way more generalizable (and thus useful) than the specific use cases of skills. Uhhh! I think understanding this is key in me being able to bridge my current gap in seeing objective DC as viable for SN Gaming. I'll give BW a read soon to see what I can glean from it. In the mean time I'll patiently wait until you return, and if you are not too turned off by that other thread, I would like to understand what do you find objective DCs qualitatively add to the experience. [B]To summarize[/B], when looking at skills for a future Story Now 4e game: 1. Use the rules for specific task resolution when they meaningfully contribute within the larger structure of an encounter (combat, traps). 2. Use the discussion of skill improvisation in the Rules Compendium as a conceptual starting point for skills that later fits into the resolution mechanics of Skill Challenges. 3. Some other use (which I'm in the process of understanding) where rolling against an objective DC is, in itself, a viable conflict resolution mechanism just like dice pools/snowballing moves is in contemporary games. Am I missing something? Take 10, Passives? Let's talk Rituals! Eye of Alarm, for instance. Same deal right? It totally makes sense in a naturalistic, dungeon crawling context with a persistent world. In a scene-framing game though? [/QUOTE]
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