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Community
General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Jacob Lewis" data-source="post: 9545782" data-attributes="member: 6667921"><p>A lot of the issues described throughout this thread could be considered among the common pet peeves of many. These problems didn't manifest themselves, however, but emerged as natural responses for a system that often lacks any clear or decisive solutions, and generally accepted by the community through practice and repetition. Here's a few ideas.</p><p></p><p>1. When one character fails a check, they do not get to try again. A check doesn't equate to a single attempt, but a concentrated effort using every resource available to that character. This could mean minutes, seconds, hours or even days to produce a result. When the dice are rolled, it means all possible attempts have been compiled and factored in.</p><p></p><p>2. When another character wants to attempt the same check, the results of the last attempt should factor in. If the previous check failed, then the difficulty should increase. There are plenty of reasons to describe this as part of a narrative approach (fatigue, misinformation, details overlooked, etc). But simply put, it reinforces the idea that rolling the dice should have potential for rewards and consequences somehow.</p><p></p><p>3. Hidden details and buried treasure are really difficult to present in a game where every treasure or secret is only one die roll away. If the players are meant to have it, let them have it! But if they feel like they can't earn or discover anything without a dice roll,... well don't be surprised when they look for any chance to roll more dice! It's certainly a lot easier than trying to describe a situation or scenario that your GM may or may not interpret as a clever (or at least genuine) approach to claim the reward promised for playing the game.</p><p></p><p>That's all I got for now.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9545782, member: 6667921"] A lot of the issues described throughout this thread could be considered among the common pet peeves of many. These problems didn't manifest themselves, however, but emerged as natural responses for a system that often lacks any clear or decisive solutions, and generally accepted by the community through practice and repetition. Here's a few ideas. 1. When one character fails a check, they do not get to try again. A check doesn't equate to a single attempt, but a concentrated effort using every resource available to that character. This could mean minutes, seconds, hours or even days to produce a result. When the dice are rolled, it means all possible attempts have been compiled and factored in. 2. When another character wants to attempt the same check, the results of the last attempt should factor in. If the previous check failed, then the difficulty should increase. There are plenty of reasons to describe this as part of a narrative approach (fatigue, misinformation, details overlooked, etc). But simply put, it reinforces the idea that rolling the dice should have potential for rewards and consequences somehow. 3. Hidden details and buried treasure are really difficult to present in a game where every treasure or secret is only one die roll away. If the players are meant to have it, let them have it! But if they feel like they can't earn or discover anything without a dice roll,... well don't be surprised when they look for any chance to roll more dice! It's certainly a lot easier than trying to describe a situation or scenario that your GM may or may not interpret as a clever (or at least genuine) approach to claim the reward promised for playing the game. That's all I got for now. [/QUOTE]
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Renamed Thread: "The Illusion of Agency"
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