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Solving the "Just Roleplay it..." problem...
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<blockquote data-quote="JohnSnow" data-source="post: 8959895" data-attributes="member: 32164"><p>I honestly think that the degree of success/failure is one of the most powerful tools available in game design. And while I agree that it is absolutely essential to the game's less tangible aspects (social and exploration), it also feels like if it were well-designed, it could greatly enrich a combat and stunt system.</p><p></p><p>Rather than, for example, ever-escalating DC's, we simply have a system for a narrow range of them, followed by a system for tracking how easily/amazingly you accomplished said task. I feel like this lends itself readily to improving the narrative descriptions. </p><p></p><p>I'm thinking here of the opening scene of <em>Raiders of the Lost Ark</em>, where we get to see Indy narrowly succeed at his Athletics check to cross the field of darts to reach the golden idol, then (catastrophically?) fail in his attempt to subvert the counterweight trap, successfully avoid damage from the triggered field of darts as he's running, then watch Satipo botch the swing attempt to cross the pit, thus dislodging the whip. And then we get to see Indy narrowly fail his (harder) attempt to jump the same pit. And so on.</p><p></p><p>I find degrees of success to be <em>very</em> helpful in adjudicating anything PCs attempt. And I could totally see a more robust system being of use in a combat scene as well.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8959895, member: 32164"] I honestly think that the degree of success/failure is one of the most powerful tools available in game design. And while I agree that it is absolutely essential to the game's less tangible aspects (social and exploration), it also feels like if it were well-designed, it could greatly enrich a combat and stunt system. Rather than, for example, ever-escalating DC's, we simply have a system for a narrow range of them, followed by a system for tracking how easily/amazingly you accomplished said task. I feel like this lends itself readily to improving the narrative descriptions. I'm thinking here of the opening scene of [I]Raiders of the Lost Ark[/I], where we get to see Indy narrowly succeed at his Athletics check to cross the field of darts to reach the golden idol, then (catastrophically?) fail in his attempt to subvert the counterweight trap, successfully avoid damage from the triggered field of darts as he's running, then watch Satipo botch the swing attempt to cross the pit, thus dislodging the whip. And then we get to see Indy narrowly fail his (harder) attempt to jump the same pit. And so on. I find degrees of success to be [I]very[/I] helpful in adjudicating anything PCs attempt. And I could totally see a more robust system being of use in a combat scene as well. [/QUOTE]
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