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What does it mean to "Challenge the Character"?
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<blockquote data-quote="Ovinomancer" data-source="post: 7599765" data-attributes="member: 16814"><p>I believe Burning Wheel has these mechanics. And, generally, no, the difficulty is usually fixed with the weighting I described above. The PbtA games are adjacent to this, although somewhat more codified. In Blades in the Dark, for instance, players can actually establish similar things as attempted actions. The "difficulty" of the roll is fixed -- you roll your d6 pool (usually 2 or 3) and take the highest one. A 6 is a success, a 4-5 is success with cost, and 1-3 is a failure. The GM can set the position based on the fiction and goal (and skill chosen by the player), but this mostly affects the level of cost for rolls of 1-5. The GM also sets the effect, which is the level of success, usually standard, but perhaps great or limited. Again, this is based on the action, the skill, and the fiction. </p><p></p><p>If a player tried this play in my Blades game, he'd probably choose a Consort or Sway action, which are usually schmoozing type actions, although they'd be free to pick something else. Let's say they're doing a Sway because they have 3 dice in it. I, as GM, would evaluate the situation -- is this a risky action, a controlled action, or a desperate action? Seems controlled -- there isn't anything in the situation that seems overtly dangerous, but it could go that way. This limits the consequences. I also deem this effect to be standard -- it doesn't seem like a great effect is warranted, nor a limited one. But, in a twist, this guard is a Tier higher than the PC, so the effect is dropped down one level. So the PC is rolling 3 dice on a controlled, limited action.</p><p></p><p>If they roll at least one 6, it's a success! The guard recognizes them and greets them warmly, but, since it's a limited success, more will be needed to achieve the goal of entry. They've taken a step in the right direction. The player could, at this point, chose to burn Stress to improve the Effect, in which case it bumps to Standard, and they'll gain entry. Or, if they rolled two or more 6's, that's a critical success that bumps the Effect up one.</p><p></p><p>Let's look at a 4-5. The situation is controlled, so no great harm cost will occur, but there will be one. In this case, the guard will recognize the player, and not be hostile or angry, but will be cool and say something like, "Ah, you. Don't you owe me money after that last card game?" Now I've put the problem of owed money on the table, but the guard is still not hostile and is open to further play if this money issue is resolved. More play will occur here.</p><p></p><p>And, on a failure, there's a cost but I, as GM, should thwart the intent of the action. In this case, I could have the guard say something like, "You must have me confused with someone else. Get back in line, lout, and wait your turn. I have my eye on you."</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7599765, member: 16814"] I believe Burning Wheel has these mechanics. And, generally, no, the difficulty is usually fixed with the weighting I described above. The PbtA games are adjacent to this, although somewhat more codified. In Blades in the Dark, for instance, players can actually establish similar things as attempted actions. The "difficulty" of the roll is fixed -- you roll your d6 pool (usually 2 or 3) and take the highest one. A 6 is a success, a 4-5 is success with cost, and 1-3 is a failure. The GM can set the position based on the fiction and goal (and skill chosen by the player), but this mostly affects the level of cost for rolls of 1-5. The GM also sets the effect, which is the level of success, usually standard, but perhaps great or limited. Again, this is based on the action, the skill, and the fiction. If a player tried this play in my Blades game, he'd probably choose a Consort or Sway action, which are usually schmoozing type actions, although they'd be free to pick something else. Let's say they're doing a Sway because they have 3 dice in it. I, as GM, would evaluate the situation -- is this a risky action, a controlled action, or a desperate action? Seems controlled -- there isn't anything in the situation that seems overtly dangerous, but it could go that way. This limits the consequences. I also deem this effect to be standard -- it doesn't seem like a great effect is warranted, nor a limited one. But, in a twist, this guard is a Tier higher than the PC, so the effect is dropped down one level. So the PC is rolling 3 dice on a controlled, limited action. If they roll at least one 6, it's a success! The guard recognizes them and greets them warmly, but, since it's a limited success, more will be needed to achieve the goal of entry. They've taken a step in the right direction. The player could, at this point, chose to burn Stress to improve the Effect, in which case it bumps to Standard, and they'll gain entry. Or, if they rolled two or more 6's, that's a critical success that bumps the Effect up one. Let's look at a 4-5. The situation is controlled, so no great harm cost will occur, but there will be one. In this case, the guard will recognize the player, and not be hostile or angry, but will be cool and say something like, "Ah, you. Don't you owe me money after that last card game?" Now I've put the problem of owed money on the table, but the guard is still not hostile and is open to further play if this money issue is resolved. More play will occur here. And, on a failure, there's a cost but I, as GM, should thwart the intent of the action. In this case, I could have the guard say something like, "You must have me confused with someone else. Get back in line, lout, and wait your turn. I have my eye on you." [/QUOTE]
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