I tend to prefer a more modern approach, where the encouner/challenge design rules determine a difficulty, and the circumstances and compounding factors are then narrated to reflect that difficulty, rather than the more traditional approach, of the GM intuiting the implications for difficulty of the circumstances and compounding factors.Interpersonal influence was introduced before the combat rules in the original RPG!
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However, the particulars of a situation can make a huge difference! It's easy to assume some subtle nuances of "how" in a skill factor, but the "what" tends to be a very, very important part of the "why" shaping a response.
Whacking someone with a weapon is simply something one does to him if he fails to avoid the blow. Persuasion or influence, on the other hand, is likely to depend largely on "what's in it for me" from the "target's" perspective.
So, if things are to make any sense at all, it is IMO necessary to work out how successful an attempt is likely to be on the basis of what is being attempted.
Since when? How?pemerton said:because the parameters for the former are less subject to GM discretion
I tend to prefer a more modern approach, where the encouner/challenge design rules determine a difficulty, and the circumstances and compounding factors are then narrated to reflect that difficulty.
The difference advancing hit points have ... is a sense of innevitability... but also reliability you can rely on probabilities to induce some of there effects... but hit points give the player a measure of when the luck of heros is wearing thin and and sense of the fatigue of muscle and mind for his character.... if its all probabilistic it removes a basis for choice.
I'm not entirely sure what sort of response you're looking for, because I know from some of your other recent posts that, while you pretty clearly prefer traditional D&D play, you are also familiar with other RPGs of the sort that I have called "modern".Does it make no difference, then, who would be doing what for whom -- giving versus receiving a pound of silver, say -- or what the consequences are, or the relationship prevailing between the parties? Is it as easy to intimidate an Elder Titan into subservience as to get patronage based on acceptance of one's own services in pursuit of some goal of the Titan's?
Is it really the case that even such basic parameters of the situation are totally subject to GM discretion, or rather dictation? Do the players in fact have no control even over the goals of their characters' interactions with other characters?
I don't recall that from the first edition (Hero Wars) that I have. Nothing fails like success? Besides all else, that's not necessarily the best (much less the only) possible narrative structure, even in the Heroquesting context with which the game was (30 years ago) supposedly to be concerned.pemerton said:To start with HeroQuest - the GM sets a numerical difficulty for the challenge based on the pass/fail cycle - that is, the more the PCs have succeeded on recent challenges, the harder the difficulty of the current challenge.
Notice the order of things. Read your post #172 http://www.enworld.org/forum/general-rpg-discussion/274553-why-must-numbers-go-up-12.html#post5156528 again. See that "because the parameters for the former are less subject to GM discretion", that "discouraging effect of GM discretion"? Yeah, that's what had/has me scratching my head.Thus, once the GM has set a difficulty, the GM then narrates circumstances of the challenge that (within the imaginary world of the game) establish the existence of that challenge having that degree of difficulty. The players then meet the challenge by explaining how their PCs use their abilities to overcome it.
You're sure? A single two-dice (2d20) curve duplicates the odds of multiple such curves, regardless of where the particular trait values happen to fall? Maybe HQ uses a completely different "core mechanic" now, I guess.The number of dice rolls actually required to resolve the conflict depends upon whether the GM decides to run it as a simple or an extended contest - this does not affect the mathematical difficulty of success ...
Apparently not in any way that changes the answers to the questions.A skill challenge in 4e plays out a bit differently from this.
You, however, seem to be against that possibility.The GM is the final arbiter of the degree of difficulty for any given check, being encouraged to factor in both ingame (is it plausible?) and metagame (is it cool?) considerations. So sweet-talking a Titan might be easier than intimidating it.
Oh? How's that? Are you distinguishing here how you see 4e presented from you would prefer it to work?Attempting a summary answer to your questions: yes, the players have control over their PCs' goals, and yes, whether the PCs interests align with or conflict with those of the Titan matter ...
Unlike traditional games, in which the game-mechanical process does not allow them to succeed? Huh??... but the game mechanics establish parameters within which the players can know that, provided they can plausibly frame their PCs' response to the scene, their is a game-mechanical process they can follow that can allow them to succeed in their social endeavours.
I think you've got that backwards. The traditional approach, it seems to me, puts more responsibility on the players to decide when and how they occur.I've found it harder to get this sort of dynamics into social encounters using the traditional approach, because that approach puts more responsibility on me as GM to decide when and how such dynamics occur.
You've got something that works for you. That, I think, is about as far as the value of sameness goes.The "modern" approach gives the mechanics - the dice - a more central role. This is another respect in which 4e social encounters are more like combat.
HeroQuest 2nd ed has quite different mechanics both for setting difficulties and for resolving extended contests from those in HeroWars and HeroQuest 1st ed.I don't recall that from the first edition (Hero Wars) that I have.
I'll confess that I haven't done the caluclations myself, but am relying on the presentation of the rules by the author. For the reasons you give, I wouldn't be surprised if there is a degree of deviation at the margins, but the clear intention is that simple vs extended is about investment by the players, not about difficulty of task. As my post tried to indicate, this is a difference from 4e skill challenges, although there are features of the 4e rules (like aiding another) that mitigate against the difference if used sensibly.You're sure? A single two-dice (2d20) curve duplicates the odds of multiple such curves, regardless of where the particular trait values happen to fall?
Sorry, I don't see what you're getting at here. Rereading my original post, I notice there is some syntactic confusion in my use of the word "former" - it is intended to refer to what I am calling the modern approach. Does that help?Notice the order of things.
I don't see why you think I'm against the possibility of sweet-talking vs intimidating making a difference. I just prefer a system where that difference is structured by the mechanics (eg in HeroQuest, it is structured by the players' decision to use their "Tongue of honey" or "Steely gaze" ability, and in 4e it is structured both by the decision to use Diplomacy or Intimdate, and the GM's setting of a difficulty level at Easy, Medium or Hard).You, however, seem to be against that possibility.
No. It makes a difference in two ways. First, it factors into the Easy/Medium/Hard determination. Second, it determines the ingame consequences of the resolution of the challenge (eg does the successful resolution of the challenge by the players leave the Titan a loyal servant of the PCs, or a cowed slave, or a grudging cooperator?). In HeroQuest the first consideration does not apply, but the second obvioulsy does - and in HeroQuest, questions of aligning or conflicting interests would also affect what abilities can be used for the challenge, both as primary abilities and as augments (eg depending on the alignment or conflict of interests, certain relationships may or may not be able to be used to resolve the challenge).Oh? How's that? Are you distinguishing here how you see 4e presented from you would prefer it to work?
I don't really understand the hostility of your resonse. I've GMed AD&D 1st ed. I've played and GMed Moldvay/Cook Basic/Expert. I've played RuneQuest. I've played Classic Traveller. I've played Rolemaster, and GMed it regularly for 20 years. I'm very familiar with the traditional approach in a range of variations.Unlike traditional games, in which the game-mechanical process does not allow them to succeed? Huh??
Where do you get this? How do you expect agreement from anyone actually familiar with Reaction, Loyalty and Morale in D&D and EPT; or Charisma SRs in T&T; or Leadership Potential in Metamorphosis Alpha; or Influence in C&S; or Administration, Bribery, etc., in Traveller; or Oratory in RQ, or ... ??!
Not in my experience. If a player roleplays her/his heart out, with her +100 to Seduction PC, but the GM has decided the difficulty for influencing the Titan is Absurd, then there is nothing the player can do to drive the encounter in a certain direction but to roll the dice and hope for luck, and that the GM will interpret success in the way the the player wants it to be interpreted. If the GM is having an off day, it can all go wrong (or at least boring) in a way that combats in games like D&D and 4e, simply in virtue of the intracy of mechanical play (and hence intricacy of interpretation of the imagined ingame situation), do not. In my experience, the modern approach goes a long way to eliminating this risk, becuase it introduces mechanical drives for ingame events (eg in skill challenges, the necessity to interpret the ingame meaning of each skill check, and to frame the next skill check in light of that) which resemble the way fantasy RPGs have tended to handle combat (each turn produces movement which can change the tactical situation, a die roll to see if hit points are deducted which can also change the tactical situation, etc).I think you've got that backwards. The traditional approach, it seems to me, puts more responsibility on the players to decide when and how they occur.
I wouldn't exactly call it "modern". Bad DMs have been doing it for years.
Seriously. The best games I ever play in are character and DM driven, not mechanic driven. Players and DMs, not levels, should approximate the challenges and risks of the players' actions. Walking to your mailbox should not be just as challenging as traveling to mount doom.
I think using mechanics as the basis for an encounter, challenge, or conflict is a mistake- likewise, using them as the sole determiner of success is a mistake- it undermines the entire reason for playing a roleplaying game or DMing one. It decreases player investment in the actions of his character, and it decreases the creative control of the DM.
It supports thinking inside the box (the game) when RPGing should be about thinking outside of and beyond it (real life).
Don't get me wrong, I like having mechanical support for player action or an interactive environment. But I just think you are putting the cart before the horse.
Right -- and how is this any different in your HQ or 4e game?pemerton said:If a player roleplays her/his heart out, with her +100 to Seduction PC, but the GM has decided the difficulty for influencing the Titan is Absurd, then there is nothing the player can do to drive the encounter in a certain direction but to roll the dice and hope for luck, and that the GM will interpret success in the way the the player wants it to be interpreted.

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