They can also be seen as building on thief abilities, secret door detection, rangers' tracking ability, etc.I always thought skills came from saves?
They can also be seen as building on thief abilities, secret door detection, rangers' tracking ability, etc.I always thought skills came from saves?
Just when it applies.Meta? Good lord. Some people will throw that word around at the drop of a hat.
It's about the distance between the decision making that is made by the player and the decision making that is made by the character; and being able to make your decisions in-character, with your out of character knowledge matching up with the in-character knowledge, vs out of character, or needing to try to separate your out of character knowledge from in character knowledge more to compensate for a large disconnect between the two. The more "Meta" gameplay, I don't particularly enjoy as a player. Never have.everything in most RPGs is an abstraction to some extent.
That doesn't make sense. If the entire game is making decisions out of character, that makes ALL of it meta. One example of a game like that would be Chess. No part of Chess' game mechanics are in-character. FATE came a little too close to that for me, same with Savage Worlds, and 4e. In those, too much of the game was out of character decision making, which to me, just misses what I am playing a TTRPG for. If I'm a player, I'm looking to stay in character as much as possible. As such, I don't enjoy games built around meta currency exchanges, stepping into the GM chair for scene editing, 'compelling' other characters 'for drama'; and my interest in miniature-skirmish combat in a TTRPG is also kind-of low. Those make for a very different feeling game.That makes none of it meta.
I suppose I will have to see how other people feel about that in my game when I get to playtesting. Much of my attempts at reduction of meta elements is because I found them actively unfun in other games over the past 25 years. If they were not things that made games actively less fun* in other games, I wouldn't be seeking to avoid things in my own game. * Less fun for me, yes I know, sample size of 1, I have had people review them and give me their thoughts, but haven't had much chance to playtest the thing at a table yet.Worse, I think trying too hard to avoid being "meta" can actually (translation: "probably will") make the game less fun.
DefinitelyThese seem to be pretty similar ideas.
Abstractions can be more abstracted or less abstracted. More abstracted is more likely to be over the threshold of aggravatingly meta. I have yet to see a TTRPG with realtime combat. If one comes along though, I'd give it a try to see how it plays. I assume that would require videogame combat (first-person ARPG combat maybe, or over the shoulder if the combat is more martial-arts-y), and the players would have gamepads or mouse and keyboard to control their characters, or something, and then afterward it drops out of combat back to your typical GM Narration-based gameplay? No idea how good that would be, but that doesn't sound inherently any worse to me than using minis. I'd give it a try if someone made that.A world where events occur with the regularity of a metronome is just as "meta" as the OotS world.
Well, the number of encounters per 2h interval could be none, or several, really. But sure, I could improve that by varying up the number of rolls per day. I will grant you that I am only addressing the day in 15 minute blocks, rather than down to the subsecond of granularity. It's a TTRPG afterall, not a videogame. It would be wildly impractical to try to handle subsecond time tracking.No more weird than someone calculating that the incidence of random meetings is structured around 2 hour intervals.
True. Sure. I can agree with that.All gameplay involves imposing structure on events that - within the fiction we are imagining - are not subject to that structure.
- "What is gained"Because it gets you to the same game play more easily. I mean, the decision that (say) there is a 1 in 6 chance of finding a secret door if you spend 10 minutes (1 turn) searching in the right 10' x 10' area of wall is pretty arbitrary. What is gained by (say) changing the detection chance to 1 in 12 but declaring that the search only takes 5 minutes?
I know some use saving throws in B/X and BECMI D&D as resolution mechanics. For example, if you try something dexterous or agile, you save vs. breath weapon to succeed. The point of doing this instead of for example, rolling under your ability score (which other DMs use, and is how the optional skill system in BECMI works) is that your ability scores do not improve as you level, but saving throws do.
Is wasn't uncommon Back in The Day to see people doing early skill prototyping by using an attribute and adding the character's level to it. This didn't make any distinction as to class as far as it went, but largely worked because thee was pretty heavy compression of level most of the time, so you'd get some improvement but not severe changes.
I would argue that the only ways discrete skills make the games better is that some players enjoy both the character building aspect and they like imagining themselves as especially good at something. But the actual math isn't important/noticeable.
As a thought experiment: if you were playing on VTT and it looked like you were getting all your bonuses when rolling skills, but really the software was reducing any high rolls on the d20 by your skill bonus before displaying the result, so that the bonus was negated, most people would never notice anything wrong.
I think "most" is doing some heavy lifting in this response. In my experience, the kind of people I've played with would very much notice it over time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.