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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8512661" data-attributes="member: 82106"><p>IMHO the key question when looking at stochastic methods, or even non-stochastic ones, is what exactly is the basis of a decision, that is actually WHAT is decided? In D&D a 'check' is a test of character ability which decides if the character can overcome the fiction and achieve a positive task outcome. Relevant factors are the character's 'ability', the 'difficulty' of the task, and any situational adjustments could represent better planning or assistance, or better tactics.</p><p></p><p>Now, in Dungeon World, for example, the 'check' is simply an arbitrary decision of fate. There is no such thing as 'difficulty', something is either fictionally possible, or not. Admittedly, 'tactics' can apply, you do get an ability bonus on some checks, so it pays to play to your strengths, and then there IS 'hold' and 'Forward', which can be obtained in various ways. Still, mostly its the Fickle Finger of Fate, but the outcomes don't necessarily decide 'success' and 'failure', but more 'fortune' or 'misfortune'. </p><p></p><p>There are of course other options too. The PACE system uses no dice, and you get 'points' which are based on whatever character attribute you invoked (So, a character with "Brave Warrior: 4" would get 4 points), and then you can spend 'tokens' to increase that using a bidding format. In that system EVERY check is 'opposed' by SOMETHING, the points on the other side do represent a sort of 'strength of the opposition', but more in a dramatic sense, not really on the basis of 'physics'. Failing to match the opposing point total represents a narrative 'setback', which may include a 'wound' (some sort of persistent fictional disadvantage). </p><p></p><p>These are just a sampling. One needs a bit of sophistication in terms of analysis to understand all of them. Obviously within just the umbrella of what might work in 5e the possibilities are a lot narrower than in RPGs generally. 'What comes next' is not 'arbitrary', but what it consists of is generally a significant concern, particularly in story game play. 5e relegates it to basically 'whatever the GM decides', the only principle being the general idea that a passed check represents some sort of 'success' and thus further narrative is loosely obligated to reflect that (more so in combat).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8512661, member: 82106"] IMHO the key question when looking at stochastic methods, or even non-stochastic ones, is what exactly is the basis of a decision, that is actually WHAT is decided? In D&D a 'check' is a test of character ability which decides if the character can overcome the fiction and achieve a positive task outcome. Relevant factors are the character's 'ability', the 'difficulty' of the task, and any situational adjustments could represent better planning or assistance, or better tactics. Now, in Dungeon World, for example, the 'check' is simply an arbitrary decision of fate. There is no such thing as 'difficulty', something is either fictionally possible, or not. Admittedly, 'tactics' can apply, you do get an ability bonus on some checks, so it pays to play to your strengths, and then there IS 'hold' and 'Forward', which can be obtained in various ways. Still, mostly its the Fickle Finger of Fate, but the outcomes don't necessarily decide 'success' and 'failure', but more 'fortune' or 'misfortune'. There are of course other options too. The PACE system uses no dice, and you get 'points' which are based on whatever character attribute you invoked (So, a character with "Brave Warrior: 4" would get 4 points), and then you can spend 'tokens' to increase that using a bidding format. In that system EVERY check is 'opposed' by SOMETHING, the points on the other side do represent a sort of 'strength of the opposition', but more in a dramatic sense, not really on the basis of 'physics'. Failing to match the opposing point total represents a narrative 'setback', which may include a 'wound' (some sort of persistent fictional disadvantage). These are just a sampling. One needs a bit of sophistication in terms of analysis to understand all of them. Obviously within just the umbrella of what might work in 5e the possibilities are a lot narrower than in RPGs generally. 'What comes next' is not 'arbitrary', but what it consists of is generally a significant concern, particularly in story game play. 5e relegates it to basically 'whatever the GM decides', the only principle being the general idea that a passed check represents some sort of 'success' and thus further narrative is loosely obligated to reflect that (more so in combat). [/QUOTE]
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