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<blockquote data-quote="Hussar" data-source="post: 5261544" data-attributes="member: 22779"><p>The thing is, the DM isn't setting a new DC every time. If Character A jumps over the ditch (to continue beating this horse) and has to roll X, it's pretty much assumed that Character B has to beat the same DC.</p><p></p><p>Now, whether that DC is a fixed DC (such as in a jump skill in 3e) or a Save vs Paralysis, the end result is the same. The rule gets made. Jumping over a 10 foot ditch requires X. </p><p></p><p>So, what do you gain by having a free form system? Once the adjudication is made, regardless of how it was derived, it becomes a rule. Most people would consider it bad GMing to vary that determination between characters (Character A makes a Strength check, character B makes a Paralyzation save). </p><p></p><p>Now, I do agree that detailed rules are not needed for rare elements. That's fine. That's why I like rules light systems where you have a small number of broadly applied rules. Savage Worlds, for example, has the Rule of 4. No matter what you are trying to do, if your final score on a die roll is 4 or greater, you succeed. </p><p></p><p>The only adjudication needed is what die you are going to roll (and all PC's always get to roll a D6 in addition to whatever other die they roll) and what modifiers are added in.</p><p></p><p>Thus, I don't need a "Make Fire" skill. Roll off your stats, plus your Wild die (the d6) and see if you start the fire. If you want your character to be good at starting fires, well then, we can put points during character generation into that. If it's pouring rain, then I, as GM, can whack in penalties to your roll (or bonuses if it's really dry). The GM gets to keep power over the chances of success, and the player gets to modify his chances of success before he attempts something.</p><p></p><p>Ariosto - I really don't know where you're you're getting the whole Older D&D is bad thing from. Basic D&D does not have any skill mechanics. None. They are completely absent from the rules. As they are in AD&D as well. IMO, free form doesn't work over the long term because, once you've established how difficult a task is, the next time it comes up, it will be just as difficult (all things being equal) so what have you gained by using a system that lacks mechanics?</p><p></p><p>As soon as you've established how something will be resolved once, that is likely the way it will always be resolved. Essentially, you've just written a rule. Is it really that much different from having the rule there in the first place?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5261544, member: 22779"] The thing is, the DM isn't setting a new DC every time. If Character A jumps over the ditch (to continue beating this horse) and has to roll X, it's pretty much assumed that Character B has to beat the same DC. Now, whether that DC is a fixed DC (such as in a jump skill in 3e) or a Save vs Paralysis, the end result is the same. The rule gets made. Jumping over a 10 foot ditch requires X. So, what do you gain by having a free form system? Once the adjudication is made, regardless of how it was derived, it becomes a rule. Most people would consider it bad GMing to vary that determination between characters (Character A makes a Strength check, character B makes a Paralyzation save). Now, I do agree that detailed rules are not needed for rare elements. That's fine. That's why I like rules light systems where you have a small number of broadly applied rules. Savage Worlds, for example, has the Rule of 4. No matter what you are trying to do, if your final score on a die roll is 4 or greater, you succeed. The only adjudication needed is what die you are going to roll (and all PC's always get to roll a D6 in addition to whatever other die they roll) and what modifiers are added in. Thus, I don't need a "Make Fire" skill. Roll off your stats, plus your Wild die (the d6) and see if you start the fire. If you want your character to be good at starting fires, well then, we can put points during character generation into that. If it's pouring rain, then I, as GM, can whack in penalties to your roll (or bonuses if it's really dry). The GM gets to keep power over the chances of success, and the player gets to modify his chances of success before he attempts something. Ariosto - I really don't know where you're you're getting the whole Older D&D is bad thing from. Basic D&D does not have any skill mechanics. None. They are completely absent from the rules. As they are in AD&D as well. IMO, free form doesn't work over the long term because, once you've established how difficult a task is, the next time it comes up, it will be just as difficult (all things being equal) so what have you gained by using a system that lacks mechanics? As soon as you've established how something will be resolved once, that is likely the way it will always be resolved. Essentially, you've just written a rule. Is it really that much different from having the rule there in the first place? [/QUOTE]
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