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Rivers of London, RuneQuest Gods, Regency Cthulhu Coming Soon From Chaosium
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<blockquote data-quote="Bill Zebub" data-source="post: 8601907" data-attributes="member: 7031982"><p>That's essentially what I don't like about. I'm going to struggle to explain this clearly, but here goes:</p><p></p><p>I don't fine it fun (anymore) to be faced with a challenge and to have a one-roll, binary outcome of whether or not I succeed at it. "I'll study the markings and see if they look familiar." (roll)</p><p>"I'll try to climb the wall." (roll)</p><p>"Is the Duke somebody I know anything about?" (roll)</p><p></p><p>Then again, I do like dice rolling in combat. I think that's for two reasons:</p><p> - Combat usually consists of lots of dice rolls, so you have the opportunity to change your approach as the battle ebbs and flows</p><p> - Actual combat is so much more complex and dynamic than, say, trying to recognize runes, that it makes more sense (to me) to abstract it to dice rolls</p><p></p><p>And I'm not saying I have a perfect solution. Although I've struggled to GM Dungeon World, I do like how the dice mechanic isn't strictly binary pass/fail, but helps informs the narrative. (And it doesn't have skill lists.) Some games with dice pools, in which you count successes, also are a step in the (my) right direction.</p><p></p><p>Percentile dice don't, I suppose, <em>have</em> to mean binary pass/fail (Rolemaster/MERP tables, anyone?). A game with percentile dice could, for example, assume you succeed at your task, and the percentile dice help determine complications. But I see percentile dice and skill lists, and it carries a connotation of what I don't like, which is why I recoil.</p><p></p><p>P.S. Oh, and instead of skill lists, I'm finding I like games with traits that you creatively apply to challenges.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8601907, member: 7031982"] That's essentially what I don't like about. I'm going to struggle to explain this clearly, but here goes: I don't fine it fun (anymore) to be faced with a challenge and to have a one-roll, binary outcome of whether or not I succeed at it. "I'll study the markings and see if they look familiar." (roll) "I'll try to climb the wall." (roll) "Is the Duke somebody I know anything about?" (roll) Then again, I do like dice rolling in combat. I think that's for two reasons: - Combat usually consists of lots of dice rolls, so you have the opportunity to change your approach as the battle ebbs and flows - Actual combat is so much more complex and dynamic than, say, trying to recognize runes, that it makes more sense (to me) to abstract it to dice rolls And I'm not saying I have a perfect solution. Although I've struggled to GM Dungeon World, I do like how the dice mechanic isn't strictly binary pass/fail, but helps informs the narrative. (And it doesn't have skill lists.) Some games with dice pools, in which you count successes, also are a step in the (my) right direction. Percentile dice don't, I suppose, [I]have[/I] to mean binary pass/fail (Rolemaster/MERP tables, anyone?). A game with percentile dice could, for example, assume you succeed at your task, and the percentile dice help determine complications. But I see percentile dice and skill lists, and it carries a connotation of what I don't like, which is why I recoil. P.S. Oh, and instead of skill lists, I'm finding I like games with traits that you creatively apply to challenges. [/QUOTE]
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