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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="Pedantic" data-source="post: 9506051" data-attributes="member: 6690965"><p>[USER=205]@TwoSix[/USER] explained it pretty well. It's a mistake to focus on a given die roll; I don't care if I succeed on a climb check, but if my character's goal is getting into that fortified zoo to rescue an awakened giraffe, what is the best set of actions I can declare to get that result?</p><p></p><p>Ideally, the climb check is a tool I might consider to that end, and I'll be able to put forth a plan/preference after considering my options. My choices should have an impact on what happens and how likely I am to get what I want. If I can't mechanically discriminate between options, if there isn't a functional difference between climbing the wall/bribing the guard/disguising myself as a horse, then there isn't much point in having variance in skill resolution to begin with, and as [USER=205]@TwoSix[/USER] said, why aren't you just playing FKR or resolving things with coin flips?</p><p></p><p></p><p>If only. I'm not in the OSR bucket; I'm advocating for a detailed, descriptive skill system with a bunch of specified actions that are written down in the book ahead of time for players to use. I think of the style you're describing as less about "playing a game" in the sense I mean here, and more akin to an escape room, with slightly more open-ended solutions.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9506051, member: 6690965"] [USER=205]@TwoSix[/USER] explained it pretty well. It's a mistake to focus on a given die roll; I don't care if I succeed on a climb check, but if my character's goal is getting into that fortified zoo to rescue an awakened giraffe, what is the best set of actions I can declare to get that result? Ideally, the climb check is a tool I might consider to that end, and I'll be able to put forth a plan/preference after considering my options. My choices should have an impact on what happens and how likely I am to get what I want. If I can't mechanically discriminate between options, if there isn't a functional difference between climbing the wall/bribing the guard/disguising myself as a horse, then there isn't much point in having variance in skill resolution to begin with, and as [USER=205]@TwoSix[/USER] said, why aren't you just playing FKR or resolving things with coin flips? If only. I'm not in the OSR bucket; I'm advocating for a detailed, descriptive skill system with a bunch of specified actions that are written down in the book ahead of time for players to use. I think of the style you're describing as less about "playing a game" in the sense I mean here, and more akin to an escape room, with slightly more open-ended solutions. [/QUOTE]
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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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