Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
Story Now, Skilled Play, and Elephants
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="clearstream" data-source="post: 8293975" data-attributes="member: 71699"><p>It does feel like the translation into specificity could use work. What I mean is that the basic arrangement works well as a foundation -</p><ul> <li data-xf-list-type="ul">ability modifier</li> <li data-xf-list-type="ul">+ proficiency bonus (if skilled)</li> <li data-xf-list-type="ul">+ proficiency bonus (if expert)</li> <li data-xf-list-type="ul">* advantage (situationally)</li> </ul><p>but could use more framing to bridge both that specificity - which I see as players skillfully describing character actions - and time and cost management. Other opportunities for development might include -</p><ul> <li data-xf-list-type="ul">passive scores (this is useful, but needs a design rev)</li> <li data-xf-list-type="ul">group checks (broken as printed)</li> <li data-xf-list-type="ul">collaboration or help (clunky and sometimes irrelevant in current form)</li> <li data-xf-list-type="ul">process and result support for hazards</li> <li data-xf-list-type="ul">complex skill checks (4e failed to solve this, but showed some options)</li> <li data-xf-list-type="ul">common situations (much as you suggest) and more detail on time and cost for these</li> <li data-xf-list-type="ul">nuanced outcomes that can propel the emergent narrative (success at a cost, degrees of failure, etc)</li> <li data-xf-list-type="ul">contests</li> <li data-xf-list-type="ul">perhaps some sort of exertion resource (fatigue, hold, whatever)</li> </ul><p></p><p>Yes, the out-of-combat is as important as combat, and needs at least the same rules weight.</p><p></p><p></p><p>The aim would certainly not be to replace the narrative improvisation and agreement, but support it more robustly. The current skills system <em>nearly</em> does that. If it were better featured, the game would be far stronger in play. The fact is that there are many common situations that come up again and again, and that the rules handle clunkily.</p><p></p><p>An example is crossing a pit, current rules offers quite a bit of possible support</p><ul> <li data-xf-list-type="ul">jump - if the intent is Strength-feet is automatic, and say DC 2/foot past that, then this nearly works and clicks well with Step of the Wind and Otherworldly Leap/<em>jump </em>spell</li> <li data-xf-list-type="ul">climb - athletics (what on <em>Earth </em>is acrobatics for?!), but<ul> <li data-xf-list-type="ul">what if players want to belay (sleight of hand per XGE?)</li> <li data-xf-list-type="ul">what if someone falls and someone else wants to react? how is particular time even dealt with out of combat? <em>feather fall</em> suggests it is possible</li> </ul></li> </ul><p>The mechanics framework is nearly there - and note that I'm not at all advocating removal of detailed actions in the fiction - it just needs to be taken on as a central design objective, not a concession to community voices.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8293975, member: 71699"] It does feel like the translation into specificity could use work. What I mean is that the basic arrangement works well as a foundation - [LIST] [*]ability modifier [*]+ proficiency bonus (if skilled) [*]+ proficiency bonus (if expert) [*]* advantage (situationally) [/LIST] but could use more framing to bridge both that specificity - which I see as players skillfully describing character actions - and time and cost management. Other opportunities for development might include - [LIST] [*]passive scores (this is useful, but needs a design rev) [*]group checks (broken as printed) [*]collaboration or help (clunky and sometimes irrelevant in current form) [*]process and result support for hazards [*]complex skill checks (4e failed to solve this, but showed some options) [*]common situations (much as you suggest) and more detail on time and cost for these [*]nuanced outcomes that can propel the emergent narrative (success at a cost, degrees of failure, etc) [*]contests [*]perhaps some sort of exertion resource (fatigue, hold, whatever) [/LIST] Yes, the out-of-combat is as important as combat, and needs at least the same rules weight. The aim would certainly not be to replace the narrative improvisation and agreement, but support it more robustly. The current skills system [I]nearly[/I] does that. If it were better featured, the game would be far stronger in play. The fact is that there are many common situations that come up again and again, and that the rules handle clunkily. An example is crossing a pit, current rules offers quite a bit of possible support [LIST] [*]jump - if the intent is Strength-feet is automatic, and say DC 2/foot past that, then this nearly works and clicks well with Step of the Wind and Otherworldly Leap/[I]jump [/I]spell [*]climb - athletics (what on [I]Earth [/I]is acrobatics for?!), but [LIST] [*]what if players want to belay (sleight of hand per XGE?) [*]what if someone falls and someone else wants to react? how is particular time even dealt with out of combat? [I]feather fall[/I] suggests it is possible [/LIST] [/LIST] The mechanics framework is nearly there - and note that I'm not at all advocating removal of detailed actions in the fiction - it just needs to be taken on as a central design objective, not a concession to community voices. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Story Now, Skilled Play, and Elephants
Top