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Solving the "Just Roleplay it..." problem...
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<blockquote data-quote="Blue" data-source="post: 8961088" data-attributes="member: 20564"><p>This set off explosions in my brain -- in the good way. When dealing with more complex and shades-of-grey type of interactions like in the social pillar, having a wider variety of success/failure much more naturally can be fit to the situation. It's much more subjective - it's hard to cateogize that a BAD result casues the duke to stand firm and say it was his final offer, a WORSE result to have the duke take it personally and also hold animinity, and this CRITICAL FAILURE to have the duke throw them out and harbor anger towards them. But still. Especially since it would likely lead into multiple checks to get results and that's something I enjoy - if you're going to have a mechanical system for something that's important, give it some heft and not super swingy like a single roll.</p><p></p><p></p><p>Hold a second here to re-examine. In D&D combat the player is getting an enormous bonus from good tactics, teamwork, knowing what their character and their party can do, etc. It's just not a mechanical advantage that's applies to a roll. Skilled play is baked into the system. So either you need a system complex enough for social and acrobatic and the like that skilled play can add that bonus, or you need to simulate that bonus with a mechanical bonus. Otherwise the aspects of play are out of synchronization.</p></blockquote><p></p>
[QUOTE="Blue, post: 8961088, member: 20564"] This set off explosions in my brain -- in the good way. When dealing with more complex and shades-of-grey type of interactions like in the social pillar, having a wider variety of success/failure much more naturally can be fit to the situation. It's much more subjective - it's hard to cateogize that a BAD result casues the duke to stand firm and say it was his final offer, a WORSE result to have the duke take it personally and also hold animinity, and this CRITICAL FAILURE to have the duke throw them out and harbor anger towards them. But still. Especially since it would likely lead into multiple checks to get results and that's something I enjoy - if you're going to have a mechanical system for something that's important, give it some heft and not super swingy like a single roll. Hold a second here to re-examine. In D&D combat the player is getting an enormous bonus from good tactics, teamwork, knowing what their character and their party can do, etc. It's just not a mechanical advantage that's applies to a roll. Skilled play is baked into the system. So either you need a system complex enough for social and acrobatic and the like that skilled play can add that bonus, or you need to simulate that bonus with a mechanical bonus. Otherwise the aspects of play are out of synchronization. [/QUOTE]
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