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General Tabletop Discussion
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Skill challenges: action resolution that centres the fiction
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8739171" data-attributes="member: 82106"><p>Yeah, I got that the criticism was not a general one. I think we just don't agree on where the 'juice' comes from. You, for example, called my analysis of the wall scenario 'flattening' and I don't see it that way at all. I see 3 different potentially widely diverging paths! </p><p></p><p>I think there could be a lot of different check systems. In fact in my own 4e-like game things are cast in a bit different light, though the essence of the 4e skill system is there. Other things play off it in a bit different way, for instance 'practices' (which includes things like rituals) simply change what skill you are using (which of course will presumably change the bonuses you can apply) as well as altering the fiction (IE I could cast a 'fly' ritual to replace an Athletics check with an Arcana check when scaling a cliff). HoML also allows you to pay for a guaranteed success with practices if you wish, and can afford it. But all these checks still take place within the context of the closed scene resolution concept. If there are reasons why it seems, in a dramatic/narrative sense, to resolve a certain part of the overall story with a single closed scene, then you can zoom in or out however much you want. Now, maybe deterministic diceless resolution would work OK. I have only used it in some games that I think fit your description of 'incredibly loose with its available set of actions' as you say. So that's an interesting game design discussion.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8739171, member: 82106"] Yeah, I got that the criticism was not a general one. I think we just don't agree on where the 'juice' comes from. You, for example, called my analysis of the wall scenario 'flattening' and I don't see it that way at all. I see 3 different potentially widely diverging paths! I think there could be a lot of different check systems. In fact in my own 4e-like game things are cast in a bit different light, though the essence of the 4e skill system is there. Other things play off it in a bit different way, for instance 'practices' (which includes things like rituals) simply change what skill you are using (which of course will presumably change the bonuses you can apply) as well as altering the fiction (IE I could cast a 'fly' ritual to replace an Athletics check with an Arcana check when scaling a cliff). HoML also allows you to pay for a guaranteed success with practices if you wish, and can afford it. But all these checks still take place within the context of the closed scene resolution concept. If there are reasons why it seems, in a dramatic/narrative sense, to resolve a certain part of the overall story with a single closed scene, then you can zoom in or out however much you want. Now, maybe deterministic diceless resolution would work OK. I have only used it in some games that I think fit your description of 'incredibly loose with its available set of actions' as you say. So that's an interesting game design discussion. [/QUOTE]
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Skill challenges: action resolution that centres the fiction
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