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<blockquote data-quote="sullivan" data-source="post: 3001627" data-attributes="member: 28152"><p>Roll the sucker. <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=":)" /> I've seen this used in house rule lots over the years. You look for some special feature in the terrain that you might expect to find, but it isn't certain. Say a tree on rolling praire. Sometimes there will be one nearby, sometimes there won't.</p><p></p><p>This Burning Wheel I was talking about actually has a rule for no-rules. It's called the Die of Fate. The game uses d6 exclusively. So you roll a d6 and if it comes up 1 then there is a tree nearby.</p><p></p><p>Note that this isn't for anything that is a character ability, or a player being a total hose-head. The system uses an open-ended Skills system, with underlying Attributes. So anything the character is doing there is a roll for. And the DM and the players are expected to agree on this. They also agree on the consequences, good or bad, before the roll.</p><p></p><p>I recommend the book just for reading, even if you never play the game. It shows how you can run a sucsessful story centric game <em>by the rules</em>. Obviously it is crunchier than D&D, just for the simple fact that it actually handles social conflicts between characters at the same level as sword fights. But it isn't really as much a page flipper in the end. In no small part because there are only a few books total. The system is also tighter, more self-consistant. The base of D&D is straight forward. It is the exceptions and little side details that kill you in D&D.</p><p></p><p>Also <em>players</em> are explicitly charged with being rules mongers. It is the antithesis of the DM as the "server", players as "terminals".</p></blockquote><p></p>
[QUOTE="sullivan, post: 3001627, member: 28152"] Roll the sucker. :) I've seen this used in house rule lots over the years. You look for some special feature in the terrain that you might expect to find, but it isn't certain. Say a tree on rolling praire. Sometimes there will be one nearby, sometimes there won't. This Burning Wheel I was talking about actually has a rule for no-rules. It's called the Die of Fate. The game uses d6 exclusively. So you roll a d6 and if it comes up 1 then there is a tree nearby. Note that this isn't for anything that is a character ability, or a player being a total hose-head. The system uses an open-ended Skills system, with underlying Attributes. So anything the character is doing there is a roll for. And the DM and the players are expected to agree on this. They also agree on the consequences, good or bad, before the roll. I recommend the book just for reading, even if you never play the game. It shows how you can run a sucsessful story centric game [I]by the rules[/I]. Obviously it is crunchier than D&D, just for the simple fact that it actually handles social conflicts between characters at the same level as sword fights. But it isn't really as much a page flipper in the end. In no small part because there are only a few books total. The system is also tighter, more self-consistant. The base of D&D is straight forward. It is the exceptions and little side details that kill you in D&D. Also [I]players[/I] are explicitly charged with being rules mongers. It is the antithesis of the DM as the "server", players as "terminals". [/QUOTE]
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