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Weekly Wrecana : The Three Pilasters of D&D 4 parts
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<blockquote data-quote="doctorbadwolf" data-source="post: 8401327" data-attributes="member: 6704184"><p>The relationship mechanics aren't a great example of rolling without risk, sure. Was kinda talking about two different things, though.</p><p></p><p>Fair enough, I simply disagree. To me, it is more fun to make a few checks when crafting a magic item to determine how much time it takes and how much it costs, within a reasonable scope, than to just say, "it takes 6 weeks and 800g". In my game, that sometimes means rolling a check with results based on degree of success, and other times is simplified into a single die like the heat mechanic. How long does it take to hear back from a research contact? Roll the die. If you are doing something to speed it up, you might roll a different die or something, but even if the result doesn't actually matter, IME it's simply more fun to slightly randomize the result in a way that involves physical engagement with game materials.</p><p></p><p>I'm probably in between, on the issue of mechanically delineating stuff that could just use the same mechanic. Some stuff feels completely redundant to me if it isn't somehow mechanically distinct from other stuff. </p><p></p><p>For instance, I don't think that any game that wants to do both physical challenges and social challenges well, should do them with the same exact mechanics. They should feel different in play, not just in description. OTOH, I don't see any real value to getting nitty gritty with a hundred different weapons that each have their own mechanics.</p><p></p><p>That makes sense, too.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8401327, member: 6704184"] The relationship mechanics aren't a great example of rolling without risk, sure. Was kinda talking about two different things, though. Fair enough, I simply disagree. To me, it is more fun to make a few checks when crafting a magic item to determine how much time it takes and how much it costs, within a reasonable scope, than to just say, "it takes 6 weeks and 800g". In my game, that sometimes means rolling a check with results based on degree of success, and other times is simplified into a single die like the heat mechanic. How long does it take to hear back from a research contact? Roll the die. If you are doing something to speed it up, you might roll a different die or something, but even if the result doesn't actually matter, IME it's simply more fun to slightly randomize the result in a way that involves physical engagement with game materials. I'm probably in between, on the issue of mechanically delineating stuff that could just use the same mechanic. Some stuff feels completely redundant to me if it isn't somehow mechanically distinct from other stuff. For instance, I don't think that any game that wants to do both physical challenges and social challenges well, should do them with the same exact mechanics. They should feel different in play, not just in description. OTOH, I don't see any real value to getting nitty gritty with a hundred different weapons that each have their own mechanics. That makes sense, too. [/QUOTE]
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Weekly Wrecana : The Three Pilasters of D&D 4 parts
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