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two things about D&D that could be more interesting
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<blockquote data-quote="evilbob" data-source="post: 6867071" data-attributes="member: 9789"><p>Thanks for all the great replies! Here are some responses.</p><p></p><p>Exact opposite for me. "Degrees of success" are easy - been doing that a long while in other games. (Swimming across a lake, random degrees of success: you get tired, you do it quickly, you get bit by a fish, you find something in the lake, you start to drown but an attractive stranger pulls you out - seriously, that was 5 seconds.) Figuring out what's a decent mechanic - and then getting players to think in those terms as well - is the challenge.</p><p></p><p>I know, sorry.</p><p></p><p>But that's basically what I did and came up with basically the same idea. I'm wondering if there's another way?</p><p></p><p>I think we missed each other in your reply. I already do those things and it doesn't change anything. But I'll see if I can check out One Ring, I know it's very popular.</p><p></p><p>As a sidebar, I'm starting to wonder if "truly open class design" and "broken builds" cannot be separated. But moreso, I think "broken builds" has more to do with the perspective and experience of the player; therefore it's not a "thing" that a system can really solve. But, everyone has an opinion on this, too - it's also why the world of tabletop RPGs is so wonderfully vast and varied! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>"Yes but." The system is so tilted in that direction that even indirectly it encourages that mindset. You can always avoid it, yes: but it's baked in. You have to try not to.</p><p></p><p>Thanks! A few people ignored my plea and still wrote just to explain to me why I'm wrong about how I feel D&D works. Please don't worry about it.</p><p></p><p>You were very nice about telling me I was wrong, so I'll say: I've seen too many players, when asked what to do, look at their sheets. "What do I do? What are my options? They are listed here, in front of me." D&D works toward this; it's part of how it's set up. Powers are mostly explicitly defined. It doesn't have to be that way, and other systems encourage different perspectives.</p><p></p><p>No, no, no. I mean, yes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> you're technically correct, but that's not what I'm talking about. End of the day: still a binary outcome.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6867071, member: 9789"] Thanks for all the great replies! Here are some responses. Exact opposite for me. "Degrees of success" are easy - been doing that a long while in other games. (Swimming across a lake, random degrees of success: you get tired, you do it quickly, you get bit by a fish, you find something in the lake, you start to drown but an attractive stranger pulls you out - seriously, that was 5 seconds.) Figuring out what's a decent mechanic - and then getting players to think in those terms as well - is the challenge. I know, sorry. But that's basically what I did and came up with basically the same idea. I'm wondering if there's another way? I think we missed each other in your reply. I already do those things and it doesn't change anything. But I'll see if I can check out One Ring, I know it's very popular. As a sidebar, I'm starting to wonder if "truly open class design" and "broken builds" cannot be separated. But moreso, I think "broken builds" has more to do with the perspective and experience of the player; therefore it's not a "thing" that a system can really solve. But, everyone has an opinion on this, too - it's also why the world of tabletop RPGs is so wonderfully vast and varied! :) "Yes but." The system is so tilted in that direction that even indirectly it encourages that mindset. You can always avoid it, yes: but it's baked in. You have to try not to. Thanks! A few people ignored my plea and still wrote just to explain to me why I'm wrong about how I feel D&D works. Please don't worry about it. You were very nice about telling me I was wrong, so I'll say: I've seen too many players, when asked what to do, look at their sheets. "What do I do? What are my options? They are listed here, in front of me." D&D works toward this; it's part of how it's set up. Powers are mostly explicitly defined. It doesn't have to be that way, and other systems encourage different perspectives. No, no, no. I mean, yes :) you're technically correct, but that's not what I'm talking about. End of the day: still a binary outcome. [/QUOTE]
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