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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="Lanefan" data-source="post: 8502469" data-attributes="member: 29398"><p>Well, yes you do: you need to reference the fiction to see if an attack roll is necessary in the first place (i.e. has someone changed the fiction state by having their character move to attack) and-or whether said attack has any chance of success (e.g. on a melee attack is the foe within reach?); and again to determine the odds of said attack doing anything useful (e.g. in the fiction, what armour and-or other defenses does the foe have?).</p><p></p><p>Yes these things are abstracted as to-hit rolls and AC and suchlike because - unless a group is in full-on LARP mode - it has to be, but it all stems from the fiction first.</p><p></p><p>Once it gets into the abstraction piece, you're right - the resolution process is separate and nothing in it matters to the fiction until narration resumes. My point is that without the fiction there's no need for the resolution process in the first place, and thus the running of the "resolution process subroutine" is in fact caused by (events and actions in) the fiction.</p><p></p><p>Yeah, let's leave the meat-vs-luck hit points debate for another time, shall we? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In the end, it still all comes back to narration.</p><p></p><p>It's all just a question of what level or degree of abstraction one is willing to accept, and that runs on a pretty wide scale from table to table.</p><p></p><p>The condition idea, though over-used, is sound in itself; I'd probably use something similar myself except I find it a bit restraining due to the presence/absence of a condition being so binary: a character either "has" a condition or it does not, with no real middle ground for narration or imagination. Now in some cases e.g. 'unconscious' there really isn't much middle ground, but in others ('prone' is the one that always bugs me, for some reason) there's lots of middle-ground options where, for example, someone can be on one knee or leaning against a tree or whatever, rather than being flat on the ground which 'prone' implies.</p><p></p><p>But, that too is another debate for another time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8502469, member: 29398"] Well, yes you do: you need to reference the fiction to see if an attack roll is necessary in the first place (i.e. has someone changed the fiction state by having their character move to attack) and-or whether said attack has any chance of success (e.g. on a melee attack is the foe within reach?); and again to determine the odds of said attack doing anything useful (e.g. in the fiction, what armour and-or other defenses does the foe have?). Yes these things are abstracted as to-hit rolls and AC and suchlike because - unless a group is in full-on LARP mode - it has to be, but it all stems from the fiction first. Once it gets into the abstraction piece, you're right - the resolution process is separate and nothing in it matters to the fiction until narration resumes. My point is that without the fiction there's no need for the resolution process in the first place, and thus the running of the "resolution process subroutine" is in fact caused by (events and actions in) the fiction. Yeah, let's leave the meat-vs-luck hit points debate for another time, shall we? :) In the end, it still all comes back to narration. It's all just a question of what level or degree of abstraction one is willing to accept, and that runs on a pretty wide scale from table to table. The condition idea, though over-used, is sound in itself; I'd probably use something similar myself except I find it a bit restraining due to the presence/absence of a condition being so binary: a character either "has" a condition or it does not, with no real middle ground for narration or imagination. Now in some cases e.g. 'unconscious' there really isn't much middle ground, but in others ('prone' is the one that always bugs me, for some reason) there's lots of middle-ground options where, for example, someone can be on one knee or leaning against a tree or whatever, rather than being flat on the ground which 'prone' implies. But, that too is another debate for another time. :) [/QUOTE]
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