Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Some thoughts on skills.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8917164" data-attributes="member: 42582"><p>This seems to me to raise a bigger (or at least more far-reaching) question, which is <em>what do we understand the DCs to mean?</em></p><p></p><p>In Rolemaster, DCs are meant to express something about the fiction. They are a tool the GM uses to establish and convey the setting. Burning Wheel is the same, and explains it more clearly:</p><p></p><p style="margin-left: 20px">BW Gold Revised (pp 72-3): It is the GM's job to set obstacles [= DCs]. By presenting obstacles where he sees fit . . . he builds the mood of the game. . . . it is the GM's job to sculpt, pace and nudge the atmosphere in a certain direction. And not just through beautiful descriptions, he uses the game mechanics to reinforce those descriptions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">BW Codex (p 132): [T]hese obstacles create setting. . . . The obstacle is the number, but it's also the object of adversity in the fiction. Obstacles, over time, create a sense of space and logic in the game world.</p><p></p><p>Compare this to, say, Robin Laws's HeroQuest Revised, where DCs are a pacing device somewhat independent of the fiction:</p><p></p><p style="margin-left: 20px">HeroQuest Revised (p 74): Resistances [= DCs] are usually assumed to have all complicating or mitigating factors build into them . . . Even when PCs re-encounter a previous obstacle, you can change the resistance directly if the pass/fail cycle [= the game's approach to pacing] or other dramatic or pacing reasons indicate that this is the most entertaining choice.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Make sure that you describe changing conditions so that the change in difficulty appears believable. [Examples are then given: weather for archery; market fluctuations for investing; having hired a new mechanic for vehicle performance; etc.]</p><p></p><p>Which is 5e meant to be more like? Is DC 20 an objective property of a fictional circumstance, that is meant to also tell us something about (eg) how a typical NPC might experience it? Or is it a choice about how to manage the pacing of play, and so meaningful only in relation to these PCs in this situation?</p><p></p><p>It seems deliberate that the 5e rules don't answer these questions, as they wish to present themselves as amenable to a wide range of approaches. But any given table might want to form a view about it, to help inform their own approach to the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8917164, member: 42582"] This seems to me to raise a bigger (or at least more far-reaching) question, which is [i]what do we understand the DCs to mean?[/i] In Rolemaster, DCs are meant to express something about the fiction. They are a tool the GM uses to establish and convey the setting. Burning Wheel is the same, and explains it more clearly: [indent]BW Gold Revised (pp 72-3): It is the GM's job to set obstacles [= DCs]. By presenting obstacles where he sees fit . . . he builds the mood of the game. . . . it is the GM's job to sculpt, pace and nudge the atmosphere in a certain direction. And not just through beautiful descriptions, he uses the game mechanics to reinforce those descriptions. BW Codex (p 132): [T]hese obstacles create setting. . . . The obstacle is the number, but it's also the object of adversity in the fiction. Obstacles, over time, create a sense of space and logic in the game world.[/indent] Compare this to, say, Robin Laws's HeroQuest Revised, where DCs are a pacing device somewhat independent of the fiction: [indent]HeroQuest Revised (p 74): Resistances [= DCs] are usually assumed to have all complicating or mitigating factors build into them . . . Even when PCs re-encounter a previous obstacle, you can change the resistance directly if the pass/fail cycle [= the game's approach to pacing] or other dramatic or pacing reasons indicate that this is the most entertaining choice. Make sure that you describe changing conditions so that the change in difficulty appears believable. [Examples are then given: weather for archery; market fluctuations for investing; having hired a new mechanic for vehicle performance; etc.][/indent] Which is 5e meant to be more like? Is DC 20 an objective property of a fictional circumstance, that is meant to also tell us something about (eg) how a typical NPC might experience it? Or is it a choice about how to manage the pacing of play, and so meaningful only in relation to these PCs in this situation? It seems deliberate that the 5e rules don't answer these questions, as they wish to present themselves as amenable to a wide range of approaches. But any given table might want to form a view about it, to help inform their own approach to the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Some thoughts on skills.
Top