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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="DEFCON 1" data-source="post: 9506201" data-attributes="member: 7006"><p>I don't know about the trad / neo-trad designations (as I don't tend to put much thought into them)... but I do think it's a difference between just how intricate and involved the "game" part of the roleplaying game is.</p><p></p><p>D&D Combat is a very intricate "game". All the numbers and all the dice rolls over and over over repeated rounds, numbers going up and down, it's a whole big thing. There's a lot of "strategy" and "tactics" needed to play that D&D Combat "game". And I think there are players out there who would like it if the Exploration and Social pillars had that same sort of intricacy.</p><p></p><p>But they don't. They usually just default to a die roll or two. That's it. There's no gameplay "tactics" in those pillars... the character just does the action they want or they don't. Follow the gnoll tracks? WIS (Survival) check. Convince the guard? CHA (Persuasion) check. Done and done.</p><p></p><p>And while I can understand wanting more involved mechanical expressions for those pillars (and goodness knows plenty of people have tried to make them)... I just don't think that's really what this <em>specific game</em> of Dungeons & Dragons 5E is about. It's not about the intricate and tactical dice game for Exploration or Social... it's about following the story. The story takes precedence. Yeah, we still have the intricate and tactical Combat pillar (since that's been the game's foundation from the beginning)... but that's where I think the designers want that intricacy to end.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9506201, member: 7006"] I don't know about the trad / neo-trad designations (as I don't tend to put much thought into them)... but I do think it's a difference between just how intricate and involved the "game" part of the roleplaying game is. D&D Combat is a very intricate "game". All the numbers and all the dice rolls over and over over repeated rounds, numbers going up and down, it's a whole big thing. There's a lot of "strategy" and "tactics" needed to play that D&D Combat "game". And I think there are players out there who would like it if the Exploration and Social pillars had that same sort of intricacy. But they don't. They usually just default to a die roll or two. That's it. There's no gameplay "tactics" in those pillars... the character just does the action they want or they don't. Follow the gnoll tracks? WIS (Survival) check. Convince the guard? CHA (Persuasion) check. Done and done. And while I can understand wanting more involved mechanical expressions for those pillars (and goodness knows plenty of people have tried to make them)... I just don't think that's really what this [I]specific game[/I] of Dungeons & Dragons 5E is about. It's not about the intricate and tactical dice game for Exploration or Social... it's about following the story. The story takes precedence. Yeah, we still have the intricate and tactical Combat pillar (since that's been the game's foundation from the beginning)... but that's where I think the designers want that intricacy to end. [/QUOTE]
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