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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="pemerton" data-source="post: 9202153" data-attributes="member: 42582"><p>This is wrong.</p><p></p><p>Here is the post that you are referring to:</p><p>The concept of <em>measurement</em> does not figure. There is no reference to <em>odds</em> at all, and certainly no reference to the odds of cooking being interrupted by bandits.</p><p></p><p>The roll, in Torchbearer, does not measure anything. It is a determination-process, not a measuring process.</p><p></p><p>The obstacle for the roll determines how likely it is, <em>in the play of the game at the table</em>, that the player's desire for how things unfold will prevail. It is set by reference to the in-fiction difficulty of the task attempted - this is part of the risk/reward calculation players can perform. The obstacles set out in the skill rules don't purport to be <em>measures</em> of anything, though: eg the fact that the Obstacles for preserving game step up by 1 for each doubling of the number of portions is a straightforward formula, but not an attempt at <em>measuring</em> anything.</p><p></p><p>The obstacle does <em>not</em> determine the odds of being interrupted by bandits. If the player fails their roll, the GM has to decide what happens - either they get the result they wanted, but suffer a condition; or a twist is narrated. After the roll failed, I decided on a twist, making reference to my notes for the Moathouse (which identify additional bandits as a possible twist).</p><p></p><p>You assert that it is not logical, in a game, for (i) a player's chance of getting what they want from cooking to depend on their PC's Cook skill, and (ii) for the difficulty of getting what they want to also be a function of the in-fiction difficulty of what is attempted, and (iii) for a failure to open up the door to narration of some adverse consequence other than a poor performance on the PC's part.</p><p></p><p>My response is the same as to [USER=7040941]@Emberashh[/USER]: where is it written up in heaven that <em>bandits interrupt your cooking and your camping</em> is not a permissible consequence for a failed Cook test while in camp? Or, more generally, where is it decreed that the only <em>logical</em> failure narration, in a RPG, is that in the fiction the character performed poorly?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9202153, member: 42582"] This is wrong. Here is the post that you are referring to: The concept of [I]measurement[/I] does not figure. There is no reference to [I]odds[/I] at all, and certainly no reference to the odds of cooking being interrupted by bandits. The roll, in Torchbearer, does not measure anything. It is a determination-process, not a measuring process. The obstacle for the roll determines how likely it is, [I]in the play of the game at the table[/I], that the player's desire for how things unfold will prevail. It is set by reference to the in-fiction difficulty of the task attempted - this is part of the risk/reward calculation players can perform. The obstacles set out in the skill rules don't purport to be [I]measures[/I] of anything, though: eg the fact that the Obstacles for preserving game step up by 1 for each doubling of the number of portions is a straightforward formula, but not an attempt at [I]measuring[/I] anything. The obstacle does [I]not[/I] determine the odds of being interrupted by bandits. If the player fails their roll, the GM has to decide what happens - either they get the result they wanted, but suffer a condition; or a twist is narrated. After the roll failed, I decided on a twist, making reference to my notes for the Moathouse (which identify additional bandits as a possible twist). You assert that it is not logical, in a game, for (i) a player's chance of getting what they want from cooking to depend on their PC's Cook skill, and (ii) for the difficulty of getting what they want to also be a function of the in-fiction difficulty of what is attempted, and (iii) for a failure to open up the door to narration of some adverse consequence other than a poor performance on the PC's part. My response is the same as to [USER=7040941]@Emberashh[/USER]: where is it written up in heaven that [I]bandits interrupt your cooking and your camping[/I] is not a permissible consequence for a failed Cook test while in camp? Or, more generally, where is it decreed that the only [I]logical[/I] failure narration, in a RPG, is that in the fiction the character performed poorly? [/QUOTE]
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