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The Limit, The Floor, or the Average?
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<blockquote data-quote="Charlaquin" data-source="post: 8286963" data-attributes="member: 6779196"><p>I’m gonna do some re-organizing of your post so I can respond by subject, hope you don’t mind.</p><p></p><p>I mean, yeah, I agree that the rules facilitate rather than govern play. But I try to first understand what the rules actually say and what kind of gameplay experience they are intended to create. Then I’ll tweak from there if I feel it’s warranted to better facilitate <em>that</em> gameplay experience. Or use a different ruleset if I want a different gameplay experience.</p><p></p><p>Hang on, I never said characters can’t do parkour! I just said the height and distance they can jump is defined by the rules, and if they want to do something outside what’s defined by the rules, they do so according to the basic pattern of play. Describe what you want to accomplish and what your character does to try to accomplish it, and I’ll resolve that action as I would any other. I don’t know what about that gives you the impression parkour isn’t allowed.</p><p></p><p>This is a very unusual scenario, and I’m not sure I can answer how I would handle it outside the context of actual gameplay where such a situation has actually arisen. I <em>guess</em> if the character is in a situation where time is being measured in turns, they can move their speed and they can Dash, but I can’t confidently say that it would be appropriate to be measuring time in turns for that character without more context.</p><p></p><p>100 meters is pretty close to 300 feet, which is the distance traveled in 1 minute at a normal pace. At a fast pace, you can travel 400 feet in a minute, so that’s one and one third times as fast, so you should be able to travel 100 meters in <em>about</em> 40 seconds at a fast pace, give or take. So that’s what the rules allow under typical circumstances. If you want to do something outside those parameters, you do so via the basic pattern of play - describe what you want to do and how your character tries to do it. For example, “I go into an all-out sprint to try to reach the McGuffin before it explodes.” Then I will resolve that as I do any other action, by considering if it can succeed (is it possible to run that distance in that time?) if it can fail (is there any reasonable chance you wouldn’t make it in time?) and if there’s a cost or consequence for failure (in this case, the McGuffin exploding before you get to it certainly seems to fit that bill). If the answer to all three questions is yes, I’ll call for a check, otherwise I will narrate the outcome.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8286963, member: 6779196"] I’m gonna do some re-organizing of your post so I can respond by subject, hope you don’t mind. I mean, yeah, I agree that the rules facilitate rather than govern play. But I try to first understand what the rules actually say and what kind of gameplay experience they are intended to create. Then I’ll tweak from there if I feel it’s warranted to better facilitate [I]that[/I] gameplay experience. Or use a different ruleset if I want a different gameplay experience. Hang on, I never said characters can’t do parkour! I just said the height and distance they can jump is defined by the rules, and if they want to do something outside what’s defined by the rules, they do so according to the basic pattern of play. Describe what you want to accomplish and what your character does to try to accomplish it, and I’ll resolve that action as I would any other. I don’t know what about that gives you the impression parkour isn’t allowed. This is a very unusual scenario, and I’m not sure I can answer how I would handle it outside the context of actual gameplay where such a situation has actually arisen. I [I]guess[/I] if the character is in a situation where time is being measured in turns, they can move their speed and they can Dash, but I can’t confidently say that it would be appropriate to be measuring time in turns for that character without more context. 100 meters is pretty close to 300 feet, which is the distance traveled in 1 minute at a normal pace. At a fast pace, you can travel 400 feet in a minute, so that’s one and one third times as fast, so you should be able to travel 100 meters in [I]about[/I] 40 seconds at a fast pace, give or take. So that’s what the rules allow under typical circumstances. If you want to do something outside those parameters, you do so via the basic pattern of play - describe what you want to do and how your character tries to do it. For example, “I go into an all-out sprint to try to reach the McGuffin before it explodes.” Then I will resolve that as I do any other action, by considering if it can succeed (is it possible to run that distance in that time?) if it can fail (is there any reasonable chance you wouldn’t make it in time?) and if there’s a cost or consequence for failure (in this case, the McGuffin exploding before you get to it certainly seems to fit that bill). If the answer to all three questions is yes, I’ll call for a check, otherwise I will narrate the outcome. [/QUOTE]
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