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General Tabletop Discussion
*TTRPGs General
X/day mechanic; what's the problem? (Mercule, looking your way...)
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<blockquote data-quote="swrushing" data-source="post: 1936213" data-attributes="member: 14140"><p>the big diff between these options in practice for me has been the role of "choice."</p><p></p><p>having the player choose when to use and not to use the ability, thats going to pu it on him. this means when he does good, he feels good, about his decision. When he chooses bad, same deal.</p><p></p><p>In my eyes one of the core elements of a campaign is putting the players in position to make meaningful choices. those are the things that keep them seeing their characters as the stars.</p><p></p><p>On the other hand, when he rolls good, or bad, its just rolls, its just luck. its a moment of excitement, of course, but just a moment.</p><p></p><p>So, all in all, i do prefer to hand my players more meaningful choices, rather than just more opportunities to roll.</p><p></p><p>as such, given the option between "roll for it" vs "choose it", i go for "choose it".</p></blockquote><p></p>
[QUOTE="swrushing, post: 1936213, member: 14140"] the big diff between these options in practice for me has been the role of "choice." having the player choose when to use and not to use the ability, thats going to pu it on him. this means when he does good, he feels good, about his decision. When he chooses bad, same deal. In my eyes one of the core elements of a campaign is putting the players in position to make meaningful choices. those are the things that keep them seeing their characters as the stars. On the other hand, when he rolls good, or bad, its just rolls, its just luck. its a moment of excitement, of course, but just a moment. So, all in all, i do prefer to hand my players more meaningful choices, rather than just more opportunities to roll. as such, given the option between "roll for it" vs "choose it", i go for "choose it". [/QUOTE]
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X/day mechanic; what's the problem? (Mercule, looking your way...)
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