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General Tabletop Discussion
*Dungeons & Dragons
Social skills vs. ... all other mechanics
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<blockquote data-quote="5ekyu" data-source="post: 7491206" data-attributes="member: 6919838"><p>Well mostly for my games I prefer far more reliance on character traits and in game events for resolution than whether the gm thinks a plan is dumb (seems to equal fail) or smart/aplomb/determination etc etc etc and auto-sux.</p><p></p><p>The more one relies on the GM likes/dislikes to carry the day resolution-wise the more it seems it becomes "playing the Gm" and the less it becomes playing out characters or playing dnd. </p><p></p><p>I know some folks like for the gm auto-fail/auto-six to be bigger and more part of the resolution or maybe more of this smart plan vs dumb plan or now plan vs later plan but that's not the route I try to encourage so much at my table. </p><p></p><p>Then again, we dont generally prefer things others seem to like either- like resolutions ystems which constantly rely on and pivot around player-side pool (momentum or plot points) and systems where even simple tasks like jump out of help to roof are resolved thru a negotiation process that leads to die roll (burn two knacks and an vp to lower difficulty... wait GM raises fo you accept)</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7491206, member: 6919838"] Well mostly for my games I prefer far more reliance on character traits and in game events for resolution than whether the gm thinks a plan is dumb (seems to equal fail) or smart/aplomb/determination etc etc etc and auto-sux. The more one relies on the GM likes/dislikes to carry the day resolution-wise the more it seems it becomes "playing the Gm" and the less it becomes playing out characters or playing dnd. I know some folks like for the gm auto-fail/auto-six to be bigger and more part of the resolution or maybe more of this smart plan vs dumb plan or now plan vs later plan but that's not the route I try to encourage so much at my table. Then again, we dont generally prefer things others seem to like either- like resolutions ystems which constantly rely on and pivot around player-side pool (momentum or plot points) and systems where even simple tasks like jump out of help to roof are resolved thru a negotiation process that leads to die roll (burn two knacks and an vp to lower difficulty... wait GM raises fo you accept) [/QUOTE]
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