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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="FallenRX" data-source="post: 8736639" data-attributes="member: 7033472"><p>Yes, by simply using the mechanics to describe the problems in questions, this is not hard, im not saying dont use mechanics to resolve, thats dumb, im saying the mechanics in question should be focused on being descriptions of the problem in question, as i noted in my HP example,</p><p></p><p>If the players need to get over the wall, use mechanics to describe the wall, not write "The players use X skill to break the wall they have 3 tries if they fail the wall falls on them" that is the problem. That is a whole scripted sequence of events that implies a specific set of actions the players take here. Just design the problem, just say "with a DC of 15 athletics the wall can be pushed down, it has a AC of 10, a HP of 20, the wall can be teleported through, It can be climbed with a DC of 20" you see the difference? I didnt just say players need X success before x failure to push down a wall, I just mechanically presented the options to deal with the wall, there is no assumed way to deal with it, just a toolset of options, if the players think of anything else it doesnt matter because it wasnt designed assuming anything else.</p><p></p><p>This is the difference between making a plot, and making a flexible situation, a tool kit with many options, that doesnt assume how the players get to it or deal with it.</p></blockquote><p></p>
[QUOTE="FallenRX, post: 8736639, member: 7033472"] Yes, by simply using the mechanics to describe the problems in questions, this is not hard, im not saying dont use mechanics to resolve, thats dumb, im saying the mechanics in question should be focused on being descriptions of the problem in question, as i noted in my HP example, If the players need to get over the wall, use mechanics to describe the wall, not write "The players use X skill to break the wall they have 3 tries if they fail the wall falls on them" that is the problem. That is a whole scripted sequence of events that implies a specific set of actions the players take here. Just design the problem, just say "with a DC of 15 athletics the wall can be pushed down, it has a AC of 10, a HP of 20, the wall can be teleported through, It can be climbed with a DC of 20" you see the difference? I didnt just say players need X success before x failure to push down a wall, I just mechanically presented the options to deal with the wall, there is no assumed way to deal with it, just a toolset of options, if the players think of anything else it doesnt matter because it wasnt designed assuming anything else. This is the difference between making a plot, and making a flexible situation, a tool kit with many options, that doesnt assume how the players get to it or deal with it. [/QUOTE]
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