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What 5E needs: Let it Ride and Make it Interesting...
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<blockquote data-quote="Ranganathan" data-source="post: 5896360" data-attributes="member: 6689455"><p><em>Let it Ride</em> is a great rule that come from a few indie games but was popularized by Burning Wheel. It basically reads that unless the situation actually changes, don't make players roll several times for a single action. So sneaking into the castle, one roll, that's made after the character has moved into the castle. What's at stake (i.e. the roll) is if they were stealthy about it. No more rolling dozens of times just to do the same thing over and over, no more failing early and switching plans either. </p><p></p><p>Related to that is <em>Make it Interesting</em>, which simply means make success or failure of that one roll mean something, make the results interesting no matter what. That stealth roll? Not interesting every 5 squares when you're dozens of turns away from the castle. But it is very interesting if the roll, and results, are made/revealed once the character is inside the castle. A large section of dungeon lays on the far side of a locked door but the thief and fighter failed their attempts to gain access? That's boring, make it interesting. The guards hear them and open the door leading to an new situation, fight or flee, hide or stand... </p><p></p><p>Let it Ride and Make it Interesting. Please.</p></blockquote><p></p>
[QUOTE="Ranganathan, post: 5896360, member: 6689455"] [I]Let it Ride[/I] is a great rule that come from a few indie games but was popularized by Burning Wheel. It basically reads that unless the situation actually changes, don't make players roll several times for a single action. So sneaking into the castle, one roll, that's made after the character has moved into the castle. What's at stake (i.e. the roll) is if they were stealthy about it. No more rolling dozens of times just to do the same thing over and over, no more failing early and switching plans either. Related to that is [I]Make it Interesting[/I], which simply means make success or failure of that one roll mean something, make the results interesting no matter what. That stealth roll? Not interesting every 5 squares when you're dozens of turns away from the castle. But it is very interesting if the roll, and results, are made/revealed once the character is inside the castle. A large section of dungeon lays on the far side of a locked door but the thief and fighter failed their attempts to gain access? That's boring, make it interesting. The guards hear them and open the door leading to an new situation, fight or flee, hide or stand... Let it Ride and Make it Interesting. Please. [/QUOTE]
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