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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: 5464033" data-attributes="member: 42582"><p>What do you mean by "action"? I had predetermined that the number of successes required is 6. "Success" has a technical meaning here. As I posted in reply to Exploder Wizard, there are fairly intricate rules and guidelines across the DMG, the DMG2 and the Rules Compendium for allowing some successful checks to count as multiple successes, or to cancel failures, or to give bonuses to other check, etc etc. All that stuff happened in the bear and water weird examples.</p><p></p><p>I don't really agree with this. First, the flavour text changes the ingame reality quite a bit - it makes the difference between the bear being friends with, or afraid of, the sorcerer. And it also changes the resolution - because different options are open up or closed off. If the dwarf doesn't start pushing rocks in as his first action, he can't then push them in further as his final action.</p><p></p><p>I don't quite understand this. My game table used a mechanical system to generate an interesting story about taming a bear. No one knew how it would happen at the start. At the end, we had a bear who had been befriended by the ranger, was scared of the sorcerer and paladin, and wanted to eat the dwarf but had been persuaded not to.</p><p></p><p>Maybe other tables can get the same story using other mechanical techniques. Cool! Give us some actual play examples! But that doesn't mean (i) that the techniques that my table used didn't help, nor (ii) that the story was predetermined by the mechanics. It wasn't. No one knew how it would end up until the things was done (heck, even half way through I was still expecting the dwarf to try and fight the bear, and was anticipating the resolution being that of a dead bear and a dissapointed paladin).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5464033, member: 42582"] What do you mean by "action"? I had predetermined that the number of successes required is 6. "Success" has a technical meaning here. As I posted in reply to Exploder Wizard, there are fairly intricate rules and guidelines across the DMG, the DMG2 and the Rules Compendium for allowing some successful checks to count as multiple successes, or to cancel failures, or to give bonuses to other check, etc etc. All that stuff happened in the bear and water weird examples. I don't really agree with this. First, the flavour text changes the ingame reality quite a bit - it makes the difference between the bear being friends with, or afraid of, the sorcerer. And it also changes the resolution - because different options are open up or closed off. If the dwarf doesn't start pushing rocks in as his first action, he can't then push them in further as his final action. I don't quite understand this. My game table used a mechanical system to generate an interesting story about taming a bear. No one knew how it would happen at the start. At the end, we had a bear who had been befriended by the ranger, was scared of the sorcerer and paladin, and wanted to eat the dwarf but had been persuaded not to. Maybe other tables can get the same story using other mechanical techniques. Cool! Give us some actual play examples! But that doesn't mean (i) that the techniques that my table used didn't help, nor (ii) that the story was predetermined by the mechanics. It wasn't. No one knew how it would end up until the things was done (heck, even half way through I was still expecting the dwarf to try and fight the bear, and was anticipating the resolution being that of a dead bear and a dissapointed paladin). [/QUOTE]
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