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8 months ago ::
Oct 04, 2012 - 9:38PM
#31
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Date Joined:
Mar 22, 2011
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It's also fairly dissociative as you point out - complications don't have to relate directly to the skill check - and could be a sticking point for some, especially those in the simulationist camp.
I'm less simulationist than I used to be, but this would bother me, and it would really bother some of my players.
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8 months ago ::
Oct 04, 2012 - 9:57PM
#32
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I'm less simulationist than I used to be, but this would bother me, and it would really bother some of my players.
Probably fodder for another thread... I get your objection. It's definitely not a D&D concept which is why I warn against it for someone trying to get the rules down. But for those of you who know the rules, if you really break down the transaction, it's pretty much the same as anything else in D&D. Consider:
Berovice (PC) makes an impassioned plea to Hansa (NPC) to come with them, but she is too scared to accompany the party back to the beach. Makes a Diplomacy check and gets a middling roll. In this system, that says to me, "She agrees, but there's a complication." DM decides that, in context, it means some ambush drakes were stalking Hansa and, being chase animals, they rush out to attack. If Berovice had rolled high on Diplomacy, Hansa would have agreed and off they go - no drake attack.
In a more traditional D&D transaction, this would be (simplified): Berovice makes his check. Succeeds. DM decides it's time for a random encounter and throws some ambush drakes at the party.
So it's not very different if you parse it differently. Nobody would gainsay the DM on the second transaction, right? I just think the other way is more fun in actual play because then it's more like playing to find out what happens in my opinion. Maybe I'll make a thread on this in a couple weeks.
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8 months ago ::
Oct 04, 2012 - 10:16PM
#33
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Date Joined:
Mar 22, 2011
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Berovice (PC) makes an impassioned plea to Hansa (NPC) to come with them, but she is too scared to accompany the party back to the beach. Makes a Diplomacy check and gets a middling roll. In this system, that says to me, "She agrees, but there's a complication." DM decides that, in context, it means some ambush drakes were stalking Hansa and, being chase animals, they rush out to attack. If Berovice had rolled high on Diplomacy, Hansa would have agreed and off they go - no drake attack.
Actually, I think this could work without the roll results seeming disassociative just by saying that it took longer to convince her, which gave the drakes time to get into position.
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8 months ago ::
Oct 04, 2012 - 10:35PM
#34
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Actually, I think this could work without the roll results seeming disassociative just by saying that it took longer to convince her, which gave the drakes time to get into position.
Yeah, there are ways to make it work in your head. Some are more stretches than others if you care about that sort of thing. Nevertheless is an awesome mechanic for determining outcomes of a particular situation without having a predetermined notion or contingency in place. What the PC is trying to do either works, works with a complication (which should be fairly obvious given the context of the scene), or it fails with a complication. It doesn't work perfectly with D&D skills, but it's a fun rule of thumb to use when you're DMing on the fly.
Anyway, back to the thread... topic for another time.
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8 months ago ::
Oct 05, 2012 - 11:05AM
#35
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Date Joined:
Sep 30, 2012
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I like what you guys are talking about and follow it right along. I know I am new to D&D but I have a comprehensive nature when it comes to cleverness and imagination.
I have a basic storyline in my head for making my own adventure (although being a first time DM I will use modules for the forst couple times). To me, the best thing that can happen in D&D is a great story and plot twists. Keep the party engaged. I think the biggest attraction to something is the anticipation to that 'thing'. Keep the party in anticipation mode and they will be pleased. This is what I am striving for. Having that moment come and pass can leave a "what now" mentality...at least it always does for me. So to keep it going, I plan on having the moment come, and then the moment changes direction...the result isn't what it was thought to be, but turns into a new course (with some nice treasures as a reward of coarse).
Also, to make it more interesting for me (as well as enjoyable) I want to create an NPC. This character will be in the D&D world and can be an ally of the party. I could use him as a source of information and help throughout adventures. I also want to have him help the party in some battles...this would allow me to play a supporting character as well as DM. And yes, I can play impartially. Has anyone used an NPC like this??
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