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<blockquote data-quote="pemerton" data-source="post: 9749644" data-attributes="member: 42582"><p>This came up a few times in discussions of 4e: what's the DC for a Diplomacy check to allow another character to spend a healing surge? The logic of hit points suggests it should be possible; but there is the risk of intruding on the role of the Healing skill.</p><p></p><p>One possibility is that, on the failed Diplomacy roll, the other person loses hp as the putatively cheering remark actually leads them to reflect on their current dire circumstances.</p><p></p><p>4e D&D handles this in a variety of ways: treasure parcels per level (for feasible gifts/extortion outcomes/results of searching etc); p 42 (for damage consequences); spending a healing surge in combat (for recovery consequences); etc. It helps to have a good working knowledge of the range of effects available from the typical powers available at a given level of play.</p><p></p><p>Marvel Heroic RP builds the limits on stakes into the core resolution mechanics: all outcomes are die-rated, and the rating of an outcome is determined by the effect die of the action resolution roll used to bring it about.</p><p></p><p>Torchbearer 2e has a list of possibilities (and corresponding difficulties) associated with each skill.</p><p></p><p>Burning Wheel, on the other hand, is pretty open-ended. And Prince Valiant even more so. We use a mixture of "common sense" and "negotiation" to set limits and possibilities where there's uncertainty or disagreement.</p><p></p><p>This fits my experience of BW pretty well.</p><p></p><p>The Adventure Burner/Codex does have a discussion of when the GM can say "no", mostly in the context of Wises and similar abilities being used to establish backstory, where that bit of backstory is already an (as yet unrevealed) part of the GM's "big picture". This is an area where the game is a bit unclear (or, if you like, inconsistent) on the distribution of backstory authority. Though in my experience it hasn't been a genuine problem in play.</p><p></p><p>Torchbearer 2e is pretty similar to BW in many ways, but is much clearer in giving the GM the bulk of the backstory authority. So it's version of "roll the dice or say 'yes'" (which is called the Good Idea rule) works without issues, in my experience at least.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9749644, member: 42582"] This came up a few times in discussions of 4e: what's the DC for a Diplomacy check to allow another character to spend a healing surge? The logic of hit points suggests it should be possible; but there is the risk of intruding on the role of the Healing skill. One possibility is that, on the failed Diplomacy roll, the other person loses hp as the putatively cheering remark actually leads them to reflect on their current dire circumstances. 4e D&D handles this in a variety of ways: treasure parcels per level (for feasible gifts/extortion outcomes/results of searching etc); p 42 (for damage consequences); spending a healing surge in combat (for recovery consequences); etc. It helps to have a good working knowledge of the range of effects available from the typical powers available at a given level of play. Marvel Heroic RP builds the limits on stakes into the core resolution mechanics: all outcomes are die-rated, and the rating of an outcome is determined by the effect die of the action resolution roll used to bring it about. Torchbearer 2e has a list of possibilities (and corresponding difficulties) associated with each skill. Burning Wheel, on the other hand, is pretty open-ended. And Prince Valiant even more so. We use a mixture of "common sense" and "negotiation" to set limits and possibilities where there's uncertainty or disagreement. This fits my experience of BW pretty well. The Adventure Burner/Codex does have a discussion of when the GM can say "no", mostly in the context of Wises and similar abilities being used to establish backstory, where that bit of backstory is already an (as yet unrevealed) part of the GM's "big picture". This is an area where the game is a bit unclear (or, if you like, inconsistent) on the distribution of backstory authority. Though in my experience it hasn't been a genuine problem in play. Torchbearer 2e is pretty similar to BW in many ways, but is much clearer in giving the GM the bulk of the backstory authority. So it's version of "roll the dice or say 'yes'" (which is called the Good Idea rule) works without issues, in my experience at least. [/QUOTE]
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