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The Trouble With Rules Discussions
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<blockquote data-quote="Bill Zebub" data-source="post: 9492149" data-attributes="member: 7031982"><p>The One Ring 1e worked this way also: succeeding on rolls (sometimes) granted advancement points. </p><p></p><p></p><p></p><p>In that scenario I just gave the new players a success, but ideally I like to give players two distinct options, with different risks. For example, I could have given them the choice between doing it quickly, and having to make Dex checks to successfully navigate their sparse stepping stones, or spend longer and making more trips to build a safer path, but potentially attract attention while doing it. (Or even a sliding scale: "Each trip reduces the DC of the Dex check by 3, but I'll make a wandering monster check each time."). Then let them choose which risk they want to face. Or possibly come up with a different plan because they don't like either risk.</p><p></p><p>I do generally agree with the sentiment that you have expressed, and is part of 'playing by the rules', that players should have an idea of what the odds are before making decisions. Again citing The One Ring, much of which I like, I specifically do not like the Journey rules (in either edition) because you just roll dice and generate the fiction from the result. "Oh, looks like we rolled this kind of Hazard, player X will have to make a successful Hunting check or you each lose 1 Endurance." There's no decision-making, no hard choices.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9492149, member: 7031982"] The One Ring 1e worked this way also: succeeding on rolls (sometimes) granted advancement points. In that scenario I just gave the new players a success, but ideally I like to give players two distinct options, with different risks. For example, I could have given them the choice between doing it quickly, and having to make Dex checks to successfully navigate their sparse stepping stones, or spend longer and making more trips to build a safer path, but potentially attract attention while doing it. (Or even a sliding scale: "Each trip reduces the DC of the Dex check by 3, but I'll make a wandering monster check each time."). Then let them choose which risk they want to face. Or possibly come up with a different plan because they don't like either risk. I do generally agree with the sentiment that you have expressed, and is part of 'playing by the rules', that players should have an idea of what the odds are before making decisions. Again citing The One Ring, much of which I like, I specifically do not like the Journey rules (in either edition) because you just roll dice and generate the fiction from the result. "Oh, looks like we rolled this kind of Hazard, player X will have to make a successful Hunting check or you each lose 1 Endurance." There's no decision-making, no hard choices. [/QUOTE]
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