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General Tabletop Discussion
*TTRPGs General
Worlds of Design: Always Tell Me the Odds
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<blockquote data-quote="Fenris-77" data-source="post: 7998674" data-attributes="member: 6993955"><p>I think there are more ways of rewarding swinging from chandeliers than just additional damage. Assuming for a moment that you actually want your players doing heroic swashbuckling stuff like that in the first place, which admittedly may not be every campaign. Rewarding that sort of action with damage is .. um .. weird, to me anyway. But it should be rewarded, and in fact needs to be rewarded if I want to happen on a regular basis. My first instinct is to break the action down into less parts and generally be less punitive about overall chances of success. That allows me to scale down the reward. Second, I would probably grant rewards here that lie outside the RAW. I really like some version of Inspiration here, but buffed enough that it's a more tangible reward, maybe closer to the utility of a FATE point. Not everyone wants to add mechanics though. Another option is to link actions outside attack/damage with results that are also outside attack/damage. To keep the swashbuckling example, lets say you want to kick the Cardinal's guards down the stairs they just came up. That's a pretty standard swashbuckle right? If I dip into the damage rules to adjudicate that, I kind of need to stay inside the damage rules, which have pretty strict rules for things like knockback and prone and whatever. But, if the action is adjudicated as a simple cause/effect, for example, <em>I want to swing from the chandelier and knock the guards down the stairs</em>, then I can just give it a DC and roll with the narrative. </p><p></p><p>I guess what I'm getting at is that it's way easier to keep risk and reward balanced when you keep the attached mechanic simple. Lots of DMs don;t really think about the actual math behind asking for a series of checks though, and I think that does serve to keep PCs action choice very much inside the box.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7998674, member: 6993955"] I think there are more ways of rewarding swinging from chandeliers than just additional damage. Assuming for a moment that you actually want your players doing heroic swashbuckling stuff like that in the first place, which admittedly may not be every campaign. Rewarding that sort of action with damage is .. um .. weird, to me anyway. But it should be rewarded, and in fact needs to be rewarded if I want to happen on a regular basis. My first instinct is to break the action down into less parts and generally be less punitive about overall chances of success. That allows me to scale down the reward. Second, I would probably grant rewards here that lie outside the RAW. I really like some version of Inspiration here, but buffed enough that it's a more tangible reward, maybe closer to the utility of a FATE point. Not everyone wants to add mechanics though. Another option is to link actions outside attack/damage with results that are also outside attack/damage. To keep the swashbuckling example, lets say you want to kick the Cardinal's guards down the stairs they just came up. That's a pretty standard swashbuckle right? If I dip into the damage rules to adjudicate that, I kind of need to stay inside the damage rules, which have pretty strict rules for things like knockback and prone and whatever. But, if the action is adjudicated as a simple cause/effect, for example, [I]I want to swing from the chandelier and knock the guards down the stairs[/I], then I can just give it a DC and roll with the narrative. I guess what I'm getting at is that it's way easier to keep risk and reward balanced when you keep the attached mechanic simple. Lots of DMs don;t really think about the actual math behind asking for a series of checks though, and I think that does serve to keep PCs action choice very much inside the box. [/QUOTE]
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