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General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="Charlaquin" data-source="post: 7834387" data-attributes="member: 6779196"><p>Ok, cool. I would say that I basically do the same. I assume as a baseline that a player is taking as much time to complete a task as they need, and if the amount of time it takes for them to complete it is relevant - for example, if there is a ticking clock, or a chance of random encounters after a certain amount of time, then the roll (and it is <em>usually</em> one roll, though there are exceptions) determines how long it takes, otherwise I narrate success and don’t really sweat how long it took specifically (because by definition if I’m using this option, how long it takes doesn’t actually matter). When I use multiple rolls is when each failure presents mounting tension.</p><p></p><p>The system I described in an earlier post with dropping d6s in a glass bowl and rolling them all when there are 6d6 in the bowl to determine if a complication occurs is how I measure that mounting tension, and also how I keep track of time. Each d10 dropped in the bowl represents roughly 10 minutes of time during moment-to-moment exploration and roughly 4 hours during travel. Actions that are inconspicuous but take time, such as picking a lock add a die. Actions that are quick but reckless, such as trying to break the door down, trigger a roll of however many dice are in the pool at the time. Actions that are both reckless and time-consuming do both. It turns otherwise mundane tasks like opening locked doors into minigames of push your luck.</p><p></p><p></p><p>Makes sense. The tension pool mechanic described above is basically a means of making these kinds of skill challenges an emergent property of play, rather than structured encounters like they were in 4e.</p><p></p><p></p><p>Yeah, same.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7834387, member: 6779196"] Ok, cool. I would say that I basically do the same. I assume as a baseline that a player is taking as much time to complete a task as they need, and if the amount of time it takes for them to complete it is relevant - for example, if there is a ticking clock, or a chance of random encounters after a certain amount of time, then the roll (and it is [i]usually[/i] one roll, though there are exceptions) determines how long it takes, otherwise I narrate success and don’t really sweat how long it took specifically (because by definition if I’m using this option, how long it takes doesn’t actually matter). When I use multiple rolls is when each failure presents mounting tension. The system I described in an earlier post with dropping d6s in a glass bowl and rolling them all when there are 6d6 in the bowl to determine if a complication occurs is how I measure that mounting tension, and also how I keep track of time. Each d10 dropped in the bowl represents roughly 10 minutes of time during moment-to-moment exploration and roughly 4 hours during travel. Actions that are inconspicuous but take time, such as picking a lock add a die. Actions that are quick but reckless, such as trying to break the door down, trigger a roll of however many dice are in the pool at the time. Actions that are both reckless and time-consuming do both. It turns otherwise mundane tasks like opening locked doors into minigames of push your luck. Makes sense. The tension pool mechanic described above is basically a means of making these kinds of skill challenges an emergent property of play, rather than structured encounters like they were in 4e. Yeah, same. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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