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The skill system is one dimensional.
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<blockquote data-quote="DEFCON 1" data-source="post: 9099197" data-attributes="member: 7006"><p>To talk a little bit on this point that you bring up, there's a chance that you and I might be using a term like 'adjudication' differently, so let me go over how I'm looking at its use. You might not agree with my way of defining the word, but you might agree with the results that come from the way I'm using it. I don't know.</p><p></p><p>From my way of thinking (using the climbing a 30' castle wall as the example scenario)... the "adjudication" would come in from things like this: the player knows that they could just say a default "I want to climb the wall" and that the DM would then ask for a STR (Athletics) check. But because they know the default is the barest minimum to complete this challenge and has the highest DC since nothing has been been said to make the climb easier... the player might look for other things that would be to their benefit to the climb. So for instance asking if there are any parts of the wall where there are vines growing up that they could use for hand/footholds. Or if there might be a cart nearby they could wheel into place to give them a bit of a boost. Stuff like that. Then the "adjudication" (as I'm using the term) would be the DM deciding in the moment if any of those things do exist, and if so, deciding if their use <em>would</em> make it easier for the player's PC to scale the wall. Then that adjudication would adjust the mechanical DC downwards.</p><p></p><p>Now I'm sure there are some DMs who would not go along with that style of playing, because it essentially is a player "inventing" things in the world that could benefit them... things that did not exist before because the DM did not describe them originally. The DM has probably not thought up every single thing in the environment around these castle walls, so the adjudication comes from them after the fact deciding as to the possibility or likelihood that the thing COULD be there if/when the player asked about it. And if they decide "Yes, sure, let's say that thing is there" then how does that impact the mechanical odds of success?</p><p></p><p>So rather than a player knowing all the things they can do mechanically and making informed decisions that way (which I <em>think</em> is what you are talking about if I've understood you correctly?)... they instead know that they can come up with ideas <em>narratively</em> and that it will have impact if/when the mechanics eventually come into play. And the adjudication comes from the DM having to translate narrative ideas into mechanical results.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9099197, member: 7006"] To talk a little bit on this point that you bring up, there's a chance that you and I might be using a term like 'adjudication' differently, so let me go over how I'm looking at its use. You might not agree with my way of defining the word, but you might agree with the results that come from the way I'm using it. I don't know. From my way of thinking (using the climbing a 30' castle wall as the example scenario)... the "adjudication" would come in from things like this: the player knows that they could just say a default "I want to climb the wall" and that the DM would then ask for a STR (Athletics) check. But because they know the default is the barest minimum to complete this challenge and has the highest DC since nothing has been been said to make the climb easier... the player might look for other things that would be to their benefit to the climb. So for instance asking if there are any parts of the wall where there are vines growing up that they could use for hand/footholds. Or if there might be a cart nearby they could wheel into place to give them a bit of a boost. Stuff like that. Then the "adjudication" (as I'm using the term) would be the DM deciding in the moment if any of those things do exist, and if so, deciding if their use [I]would[/I] make it easier for the player's PC to scale the wall. Then that adjudication would adjust the mechanical DC downwards. Now I'm sure there are some DMs who would not go along with that style of playing, because it essentially is a player "inventing" things in the world that could benefit them... things that did not exist before because the DM did not describe them originally. The DM has probably not thought up every single thing in the environment around these castle walls, so the adjudication comes from them after the fact deciding as to the possibility or likelihood that the thing COULD be there if/when the player asked about it. And if they decide "Yes, sure, let's say that thing is there" then how does that impact the mechanical odds of success? So rather than a player knowing all the things they can do mechanically and making informed decisions that way (which I [I]think[/I] is what you are talking about if I've understood you correctly?)... they instead know that they can come up with ideas [I]narratively[/I] and that it will have impact if/when the mechanics eventually come into play. And the adjudication comes from the DM having to translate narrative ideas into mechanical results. [/QUOTE]
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