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<blockquote data-quote="pemerton" data-source="post: 5258693" data-attributes="member: 42582"><p>Very good advice.</p><p></p><p>HeroQuest regularises this idea a bit via the idea of campaign-specific "keywords" - skills/attributes packages that can be advanced collectively, or even left undefined if everyone at the table is comfortable with what a particular keyword entails (eg "Cimmerian hillman" in a Conan game).</p><p></p><p>The best rules-light treatment of this that I know is also HeroQuest. The DC is set based not on simulationist considerations but on pacing considerations (Robin Laws repeats this system - the "pass/fail cycle" in DMG 2, but in HeroQuest it is actually integrated into the core of the game, as opposed to a half-baked add-on).</p><p></p><p>So a player knows how hard it is to jump the ditch or swing on the chandelier based on their sense of the prior evolution of the game in pacing terms. Ingame descriptions are to be applied by the GM subsequent to setting the DC, in order to make that DC make ingame sense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5258693, member: 42582"] Very good advice. HeroQuest regularises this idea a bit via the idea of campaign-specific "keywords" - skills/attributes packages that can be advanced collectively, or even left undefined if everyone at the table is comfortable with what a particular keyword entails (eg "Cimmerian hillman" in a Conan game). The best rules-light treatment of this that I know is also HeroQuest. The DC is set based not on simulationist considerations but on pacing considerations (Robin Laws repeats this system - the "pass/fail cycle" in DMG 2, but in HeroQuest it is actually integrated into the core of the game, as opposed to a half-baked add-on). So a player knows how hard it is to jump the ditch or swing on the chandelier based on their sense of the prior evolution of the game in pacing terms. Ingame descriptions are to be applied by the GM subsequent to setting the DC, in order to make that DC make ingame sense. [/QUOTE]
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