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General Tabletop Discussion
*TTRPGs General
Should time spent on system mechanics be based in interest or importance/risk?
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<blockquote data-quote="Blue" data-source="post: 7328480" data-attributes="member: 20564"><p>The first part would be more accurate as "the 3e/5e skill system where only a single roll is needed" as low system involvement. You can easily have a scene with plenty of skill rolls. I remember on attempt to get information from a captive that went through good cop/bad cop, bribes, interrogation, threats of torture and death. All were there own rolls or sets of rolls. </p><p></p><p>But even opening a chest can be more than low involvement. </p><p></p><p>Player 1: I check for traps. (skill roll)</p><p>2: I help. (help action, gives advantage)</p><p>DM: "You find a trap, there's a poison needle in the lock.</p><p>1: I attempt to disarm. (skill roll)</p><p>2: I help. (help action, gives advantage)</p><p>DM: "You failed but didn't set it off</p><p>3: I'm a dwarf, poison doesn't bother me much. Everyone get back and I'll open it. (racial resist to come soon)</p><p>DM: You find it's locked as well.</p><p>...</p><p></p><p>That's a lot of rolls and some tactical decisions (who should attempt to disarm vs. help, the dwarf stepping forward to tough it out, asking people to move back in case there's another trap that will act in an area they missed). That would be a high-system interaction, using the 5e skill system. (Replace help mechanic to make it a 3e example.)</p><p></p><p>But yeah, this is just me being overly precise for other readers, you've demonstrated you've got understanding.</p><p></p><p></p><p></p><p>Agreed - the usual result is that interesting and more-important move in step (or close enough that there's not a big difference.) The question is about the bits that aren't what should the system do.</p><p></p><p>And I think you're right - it should be interest based. After all, as a game it's interest/enjoyment/fun that's the important part. If the players want to play out the a low-risk bar brawl, they should.</p><p></p><p>You know, I don't think I actually said why the difference is of such interest to me. I'll go and add that into the original post.</p></blockquote><p></p>
[QUOTE="Blue, post: 7328480, member: 20564"] The first part would be more accurate as "the 3e/5e skill system where only a single roll is needed" as low system involvement. You can easily have a scene with plenty of skill rolls. I remember on attempt to get information from a captive that went through good cop/bad cop, bribes, interrogation, threats of torture and death. All were there own rolls or sets of rolls. But even opening a chest can be more than low involvement. Player 1: I check for traps. (skill roll) 2: I help. (help action, gives advantage) DM: "You find a trap, there's a poison needle in the lock. 1: I attempt to disarm. (skill roll) 2: I help. (help action, gives advantage) DM: "You failed but didn't set it off 3: I'm a dwarf, poison doesn't bother me much. Everyone get back and I'll open it. (racial resist to come soon) DM: You find it's locked as well. ... That's a lot of rolls and some tactical decisions (who should attempt to disarm vs. help, the dwarf stepping forward to tough it out, asking people to move back in case there's another trap that will act in an area they missed). That would be a high-system interaction, using the 5e skill system. (Replace help mechanic to make it a 3e example.) But yeah, this is just me being overly precise for other readers, you've demonstrated you've got understanding. Agreed - the usual result is that interesting and more-important move in step (or close enough that there's not a big difference.) The question is about the bits that aren't what should the system do. And I think you're right - it should be interest based. After all, as a game it's interest/enjoyment/fun that's the important part. If the players want to play out the a low-risk bar brawl, they should. You know, I don't think I actually said why the difference is of such interest to me. I'll go and add that into the original post. [/QUOTE]
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Should time spent on system mechanics be based in interest or importance/risk?
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