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Roll for Effect or Intent?
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<blockquote data-quote="Swarmkeeper" data-source="post: 9749161" data-attributes="member: 6921763"><p>A DM can decide that the task <em>or </em>the intent is impossible. "I shoot the moon with an arrow to intimidate the elven archer". Nope, you can't shoot the moon but there might be another way to intimidate the archer. Task auto-fail. "I persuade the king to give me his crown". Nope, the king is not giving up his crown under any circumstances (including if you roll unbidden and get a 20, but that's another thread altogether), however you might be able to persuade the king to do something else. Intent auto-fail.</p><p></p><p>Out of curiosity, would the "Say yes or roll the dice" resolution style allow a PC to attempt something typically impossible in a game world, like shooting the moon with an arrow?</p><p></p><p></p><p>It would seem that hitting the tree with a rock certainly <em>was </em>the goal resolved by the dice roll. We're just layering on the distraction of the guard as a secondary goal that may or may not be satisfied by hitting the tree with the rock. But that seemingly is at the whim of the GM in this scenario. Perhaps we're just making distinctions here that may not be so different in the end. </p><p></p><p></p><p>I guess... I would find that play experience tedious. I'm trying different tasks which may or may not succeed on their own. And their success may or may not help me achieve my goals, which is what I consider the point of RPGs. The task and intent are inextricably linked, in my mind. I'm trying something (task or approach) to accomplish something in the fiction (intent or goal). Sure, if there is uncertainty that the task can accomplish the intent, a roll is called. A failed roll might be that the rock missed the tree but that alone would not be a meaningful consequence. I guess other games don't have meaningful consequences for failed rolls. Indeed, some D&D tables roll. A lot. Without meaningful consequences. It works for some. I'm kind of rambling here... sorry.</p><p></p><p></p><p>I'm not sure what the "but" here is distinguising. If Conflict Resolution is not "calling for rolls when the outcome is uncertain", what is it? Honest question.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9749161, member: 6921763"] A DM can decide that the task [I]or [/I]the intent is impossible. "I shoot the moon with an arrow to intimidate the elven archer". Nope, you can't shoot the moon but there might be another way to intimidate the archer. Task auto-fail. "I persuade the king to give me his crown". Nope, the king is not giving up his crown under any circumstances (including if you roll unbidden and get a 20, but that's another thread altogether), however you might be able to persuade the king to do something else. Intent auto-fail. Out of curiosity, would the "Say yes or roll the dice" resolution style allow a PC to attempt something typically impossible in a game world, like shooting the moon with an arrow? It would seem that hitting the tree with a rock certainly [I]was [/I]the goal resolved by the dice roll. We're just layering on the distraction of the guard as a secondary goal that may or may not be satisfied by hitting the tree with the rock. But that seemingly is at the whim of the GM in this scenario. Perhaps we're just making distinctions here that may not be so different in the end. I guess... I would find that play experience tedious. I'm trying different tasks which may or may not succeed on their own. And their success may or may not help me achieve my goals, which is what I consider the point of RPGs. The task and intent are inextricably linked, in my mind. I'm trying something (task or approach) to accomplish something in the fiction (intent or goal). Sure, if there is uncertainty that the task can accomplish the intent, a roll is called. A failed roll might be that the rock missed the tree but that alone would not be a meaningful consequence. I guess other games don't have meaningful consequences for failed rolls. Indeed, some D&D tables roll. A lot. Without meaningful consequences. It works for some. I'm kind of rambling here... sorry. I'm not sure what the "but" here is distinguising. If Conflict Resolution is not "calling for rolls when the outcome is uncertain", what is it? Honest question. [/QUOTE]
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