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<blockquote data-quote="Composer99" data-source="post: 9245750" data-attributes="member: 7030042"><p>Apart from the final line, I am not so sure about this.</p><p></p><p>D&D already has an extensible mechanic that the game already uses across varying scales of time and space to represent player character efforts to complete tasks where success is uncertain and stakes are meaningful: the ability check, which is used for combat actions, for exploration activity of nebulous timeframes (e.g. the DMG rules for foraging or tracking), for social interaction activity of nebulous timeframes (e.g. the reaction tables in the DMG), and even for the downtime activities found in Xanathar's that span many days of time.</p><p></p><p>As such, in principle there's no particular reason why ability checks can't be extended to other modular gameplay structures. This would require essentially no integration of bespoke mechanics back into the classes.</p><p></p><p>For instance, you might imagine:</p><ul> <li data-xf-list-type="ul">A journey/sojourn procedure adapted from AiME Journeys that uses group checks instead of bespoke die rolls to set the journey's tone and to see how it all turns out at the end.</li> <li data-xf-list-type="ul">A procedure adapted from the B/X adventuring day that integrates the DMG foraging and tracking rules as activities the player characters can undertake.</li> <li data-xf-list-type="ul">A procedure adapted from the MCDM RPG Negotiation procedure (which is not quite a social conflict procedure as far as I can tell, but is not far off from one).</li> <li data-xf-list-type="ul">Procedures similar to clocks from indie games, the PF2 victory point system, or 4e skill challenges, all of which can use ability checks, spells (in some cases at DM discretion), or "I win buttons" based on applying knowledge of the in-game fiction (again at DM discretion) to accomplish some of the successful progress through the procedure.</li> </ul></blockquote><p></p>
[QUOTE="Composer99, post: 9245750, member: 7030042"] Apart from the final line, I am not so sure about this. D&D already has an extensible mechanic that the game already uses across varying scales of time and space to represent player character efforts to complete tasks where success is uncertain and stakes are meaningful: the ability check, which is used for combat actions, for exploration activity of nebulous timeframes (e.g. the DMG rules for foraging or tracking), for social interaction activity of nebulous timeframes (e.g. the reaction tables in the DMG), and even for the downtime activities found in Xanathar's that span many days of time. As such, in principle there's no particular reason why ability checks can't be extended to other modular gameplay structures. This would require essentially no integration of bespoke mechanics back into the classes. For instance, you might imagine: [LIST] [*]A journey/sojourn procedure adapted from AiME Journeys that uses group checks instead of bespoke die rolls to set the journey's tone and to see how it all turns out at the end. [*]A procedure adapted from the B/X adventuring day that integrates the DMG foraging and tracking rules as activities the player characters can undertake. [*]A procedure adapted from the MCDM RPG Negotiation procedure (which is not quite a social conflict procedure as far as I can tell, but is not far off from one). [*]Procedures similar to clocks from indie games, the PF2 victory point system, or 4e skill challenges, all of which can use ability checks, spells (in some cases at DM discretion), or "I win buttons" based on applying knowledge of the in-game fiction (again at DM discretion) to accomplish some of the successful progress through the procedure. [/LIST] [/QUOTE]
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