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<blockquote data-quote="TaranTheWanderer" data-source="post: 7553561" data-attributes="member: 15882"><p>I suppose how interesting something is varies from person to person.</p><p></p><p></p><p></p><p></p><p></p><p>Uh, it wasn't really a simulation at all. In fact there are lots of things in 3rd that didn't reflect real-life at all. Certainly was more crunchy, though. Every RPG I've ever played was Narrative first, regardless of the mechanics that support it.</p><p></p><p>In any case, I used take 20 to determine whether something was possible at all: </p><p>- was it within your skill-set? Given a 20, can you succeed</p><p>I used take 20 to determine how long an activity will take, given unlimited time: </p><p>- A roll done as 1 action, one minute, one hour.</p><p>Determine whether there will be an interesting outcome to a roll:</p><p></p><p>Using that framework, you Narrate the results.</p><p></p><p></p><p>If the DM decides that a PC can succeed at something and it won't add to the game, you just narrate the result. "How long do you spend on it? This is what happens."</p><p></p><p>If there's actually a consequence for failure or if time would be a factor, taking 20 could actually lead to interesting results because the players are saying: "I choose to fail over and over again, regardless of the consequences AND I am ok with it taking a very long time, regardless of the consequences of taking that time."</p><p></p><p>Then you narrate it the consequences of their actions. The consequences should be interesting, otherwise, why call for a roll in the first place?</p><p></p><p>If there's no consequences, there's no need to roll and therefore, no need to use any specific rules. That's like the training montage in a movie. You just hand-waive it and time passes and now the Karate Kid knows how to do the Crane Stance.</p><p></p><p>In most situations, in the games I was in or running, taking twenty wasn't done lightly. There's an argument to be said that taking 10 is much more boring.</p><p></p><p>The story-telling between 3e and 5e hasn't changed. Only the the mechanics that lead you to the results.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7553561, member: 15882"] I suppose how interesting something is varies from person to person. Uh, it wasn't really a simulation at all. In fact there are lots of things in 3rd that didn't reflect real-life at all. Certainly was more crunchy, though. Every RPG I've ever played was Narrative first, regardless of the mechanics that support it. In any case, I used take 20 to determine whether something was possible at all: - was it within your skill-set? Given a 20, can you succeed I used take 20 to determine how long an activity will take, given unlimited time: - A roll done as 1 action, one minute, one hour. Determine whether there will be an interesting outcome to a roll: Using that framework, you Narrate the results. If the DM decides that a PC can succeed at something and it won't add to the game, you just narrate the result. "How long do you spend on it? This is what happens." If there's actually a consequence for failure or if time would be a factor, taking 20 could actually lead to interesting results because the players are saying: "I choose to fail over and over again, regardless of the consequences AND I am ok with it taking a very long time, regardless of the consequences of taking that time." Then you narrate it the consequences of their actions. The consequences should be interesting, otherwise, why call for a roll in the first place? If there's no consequences, there's no need to roll and therefore, no need to use any specific rules. That's like the training montage in a movie. You just hand-waive it and time passes and now the Karate Kid knows how to do the Crane Stance. In most situations, in the games I was in or running, taking twenty wasn't done lightly. There's an argument to be said that taking 10 is much more boring. The story-telling between 3e and 5e hasn't changed. Only the the mechanics that lead you to the results. [/QUOTE]
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