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General Tabletop Discussion
*Dungeons & Dragons
Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="Pedantic" data-source="post: 8737495" data-attributes="member: 6690965"><p>This is interesting to me, in that I don't know that I understand the appeal here. In a well described situation, with specified actions, resolution should be...obvious? Like, if you want to get in to the castle, you will know when you are inside, when the sum total of whatever actions you took to get there have put you inside the castle. You can just use repeated action resolution, and having set a goal of "get into that castle" you'll know when you arrive there.</p><p></p><p>On the point of light-binding...I am generally unpersuaded that we can't have comprehensive skill rules. No one has really solved social systems satisfactorily yet, but the basic premise of "roll to make them do something they wouldn't otherwise do" and "roll to figure out what they aren't telling you" leads to various systems that mostly work well enough. </p><p></p><p>Outside of that though, particularly if we're restricting our genre to heroic fantasy, we can quite reasonable guess at all the actions players are likely to want to take. You need physical rules for maneuvering in all the appropriate dimensions, climbing, jumping, all that, you need rules to see things, rules to know non-obvious information and so on. The rest is just writing good enough object interaction/destruction rules, and then slathering on abilities that exceed those base conditions so players have exceptional tools to play with.</p><p></p><p>It's not even that important that players completely understand all of these rules. If they're good enough, they only really need to come up as they're relevant to resolution. As long as the system is reasonably transparent about character effectiveness (i.e. being a thief-acrobat should mean doing rooftop parkour is a sensible and safe maneuver) then players won't necessarily need to review the mechanistic aspects of resolution unless they want to. Knowing you are good at climbing and jumping will lead you to try and use those abilities to resolve problems. You'll find ways to jump off things to accomplish your goals.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8737495, member: 6690965"] This is interesting to me, in that I don't know that I understand the appeal here. In a well described situation, with specified actions, resolution should be...obvious? Like, if you want to get in to the castle, you will know when you are inside, when the sum total of whatever actions you took to get there have put you inside the castle. You can just use repeated action resolution, and having set a goal of "get into that castle" you'll know when you arrive there. On the point of light-binding...I am generally unpersuaded that we can't have comprehensive skill rules. No one has really solved social systems satisfactorily yet, but the basic premise of "roll to make them do something they wouldn't otherwise do" and "roll to figure out what they aren't telling you" leads to various systems that mostly work well enough. Outside of that though, particularly if we're restricting our genre to heroic fantasy, we can quite reasonable guess at all the actions players are likely to want to take. You need physical rules for maneuvering in all the appropriate dimensions, climbing, jumping, all that, you need rules to see things, rules to know non-obvious information and so on. The rest is just writing good enough object interaction/destruction rules, and then slathering on abilities that exceed those base conditions so players have exceptional tools to play with. It's not even that important that players completely understand all of these rules. If they're good enough, they only really need to come up as they're relevant to resolution. As long as the system is reasonably transparent about character effectiveness (i.e. being a thief-acrobat should mean doing rooftop parkour is a sensible and safe maneuver) then players won't necessarily need to review the mechanistic aspects of resolution unless they want to. Knowing you are good at climbing and jumping will lead you to try and use those abilities to resolve problems. You'll find ways to jump off things to accomplish your goals. [/QUOTE]
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