Started by Ari Black, March 06, 2011, 06:52:30 AM
QuoteHi,The Forge isn't a polling site. To post in this forum, you need to discuss some game project of yours in design, with an external link.However, I suggest that your topic is actually a good Actual Play thread starter, as long as you round it out with some example from your own experience.It seem silly or obvious to give an example of randomized resolution - "Everyone knows what I mean," is a likely reaction. And I'm say, no, it's not obvious, and no, we don't. Please trust me and work with me here: describe how randomized elements have been involved in any single instance of play you've experienced. It could be as simple and specific as a single roll to hit in some fight scene. As long as you're drawing on real play with real people, then you will have a superior and useful discussion topic for that forum.The best way to do this is to reply with your example to this thread, and I'll move it without any hassle to the Actual Play forum.Incidentally, S/Lay w/Me does include a randomized dice component. It's a good idea to be very familiar with games before using them as examples.Best, Ron
Quote... Psychologically, however, it differs quite a bit. The less work each roll is, the less imposing using a system becomes. As well, since the players will be able to see the DC they're rolling against dropping, it could encourage them to embody the confidence of someone who is trained in that skill in their roleplay.The psychological impact of a mechanic is important to play experience. For example, I've found that, even though the odds are very close, players respond more calmly to failures of rolls in the Storyteller multi D10 system as compared to D&D's single D20. Is this a rational response, not really. But they seem to be able to more easily accept a failure with a roll of multiple dice than they can a failure of a single die roll.