Stormonu
NeoGrognard
"Dice are only good for one thing - determining success or failure.*"
It's an old thing I told myself when designing another game some time back. I used it to remind me that the game I was building wasn't meant to be a dicefest; the dice didn't tell the story, the Gamemaster and the players did. It was the idea that dice should only be pulled out to resolve a situation that couldn't be talked out between the Gamemaster and players - I guess you could say "if the situation got dicey" (pun intended).
So, for a moment, let's discuss What should be the role of dice in D&D Next? Do you agree with my sentiment above or do you (more likely) feel differently? Should the use of dice be a means to an end, a necessary evil or "the reason we get together"? What do you want to see dice being used for, and how often? What sort of details do you want from dice results - pass/fail, a sliding scale of success or failure or somehow even manipulating the details of the fiction in some way (like with WEG's d6 Wild Die and it's resulting "complications" or "extraordinary successes").
How important do you want them to be to dictating someone's action in the game? Should a player's oral description be able to circumnavigate a die check in some way or should the die roll affect the player's narration of events?
Do you want the DM and player(s) negotiating their way through a situation orally without or with minimal die rolls, whether a foot race across rooftops or trying to coerce the Baron to aid the party or do you want them rolling dice-based checks at each step of the way - or something in-between?
Should things like interactions even be determined by a die roll? And if so, by one roll, or many?
Should dice be the first thing anybody reaches for during play or do you want to see a lot of shop talk, free-form RP and banter before some grabs for the dice and starts rolling?
And I guess lastly, at what level should the designers approach dice vs. narration - should they lean heavily one towards the other or just provide options for both where they can?
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* "And it's usually the result you didn't want."
It's an old thing I told myself when designing another game some time back. I used it to remind me that the game I was building wasn't meant to be a dicefest; the dice didn't tell the story, the Gamemaster and the players did. It was the idea that dice should only be pulled out to resolve a situation that couldn't be talked out between the Gamemaster and players - I guess you could say "if the situation got dicey" (pun intended).
So, for a moment, let's discuss What should be the role of dice in D&D Next? Do you agree with my sentiment above or do you (more likely) feel differently? Should the use of dice be a means to an end, a necessary evil or "the reason we get together"? What do you want to see dice being used for, and how often? What sort of details do you want from dice results - pass/fail, a sliding scale of success or failure or somehow even manipulating the details of the fiction in some way (like with WEG's d6 Wild Die and it's resulting "complications" or "extraordinary successes").
How important do you want them to be to dictating someone's action in the game? Should a player's oral description be able to circumnavigate a die check in some way or should the die roll affect the player's narration of events?
Do you want the DM and player(s) negotiating their way through a situation orally without or with minimal die rolls, whether a foot race across rooftops or trying to coerce the Baron to aid the party or do you want them rolling dice-based checks at each step of the way - or something in-between?
Should things like interactions even be determined by a die roll? And if so, by one roll, or many?
Should dice be the first thing anybody reaches for during play or do you want to see a lot of shop talk, free-form RP and banter before some grabs for the dice and starts rolling?
And I guess lastly, at what level should the designers approach dice vs. narration - should they lean heavily one towards the other or just provide options for both where they can?
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* "And it's usually the result you didn't want."