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The D&D Experience (or, All Roads lead to Rome)
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<blockquote data-quote="pemerton" data-source="post: 5463192" data-attributes="member: 42582"><p>As I discussed in some detail, this is like hit points in combat. In D&D, there is <em>nothing</em> that a player can decrie that is so cool that it kills a foe in one blow.</p><p></p><p>In the case of combat, what we can infer is that in fact the non-fatal blow didn't fall under the "cool" description. In the case of a skill challenge, what we can infer is that the cool action isn't all done at once, or is commenced but not completed in one die roll, or . . .</p><p></p><p>The actions must be such that they can solve the problem. Mere relevance is not enough. Hence the decision by the player of the dwarf to have that PC jump into the water in order to be able to manipulate the stones.</p><p></p><p>See, I strongly reject this suggestion. The path to victory was determined by the players - they were the ones who decided to plug the spring. And the pather was precisely related to the actions they described. The only effect of the 6/3 structure is to <em>determine the pace at which those actions proceed</em>- analogously to hit points.</p><p></p><p>Another way to think of it - it's a mechanicsm for adjudicating degree of success (again, the functional equivalent of damage rolls in combat).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5463192, member: 42582"] As I discussed in some detail, this is like hit points in combat. In D&D, there is [I]nothing[/I] that a player can decrie that is so cool that it kills a foe in one blow. In the case of combat, what we can infer is that in fact the non-fatal blow didn't fall under the "cool" description. In the case of a skill challenge, what we can infer is that the cool action isn't all done at once, or is commenced but not completed in one die roll, or . . . The actions must be such that they can solve the problem. Mere relevance is not enough. Hence the decision by the player of the dwarf to have that PC jump into the water in order to be able to manipulate the stones. See, I strongly reject this suggestion. The path to victory was determined by the players - they were the ones who decided to plug the spring. And the pather was precisely related to the actions they described. The only effect of the 6/3 structure is to [I]determine the pace at which those actions proceed[/i]- analogously to hit points. Another way to think of it - it's a mechanicsm for adjudicating degree of success (again, the functional equivalent of damage rolls in combat). [/QUOTE]
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