Sean Merwin
👤 PersonAppearances Over Time
Podcast Appearances
Yeah. Right. And if you have a system where the players can do that, as Tao said, you either then need to either have everyone be that or give people who aren't that something that is comparable or...
Yeah. Right. And if you have a system where the players can do that, as Tao said, you either then need to either have everyone be that or give people who aren't that something that is comparable or...
the thing that you do is unique but the risks involved in that are so strong that then that becomes a story of oh i can just shatter my enemies but if i fail i shatter myself right right where i'm so worn out that i'm incredibly vulnerable to everybody it's and that it has often not played super well right yeah Exactly.
the thing that you do is unique but the risks involved in that are so strong that then that becomes a story of oh i can just shatter my enemies but if i fail i shatter myself right right where i'm so worn out that i'm incredibly vulnerable to everybody it's and that it has often not played super well right yeah Exactly.
And this really leads us pretty quickly into our next question from Sam Fries via email, and Sam emailed masteringdnd.gmail.com to ask this question. In the question mega show, there was a really good discussion around the character skills versus player skills, the low charisma barbarian with a high charisma player.
And this really leads us pretty quickly into our next question from Sam Fries via email, and Sam emailed masteringdnd.gmail.com to ask this question. In the question mega show, there was a really good discussion around the character skills versus player skills, the low charisma barbarian with a high charisma player.
As you were discussing this, I found myself thinking about the forged in the dark systems of action roles, the position and the effect system where a given role accounts for both how hard it is to do this and how much would this action success influence the world. In practice, I think this is similar to how I adjudicate the problem when DMing.
As you were discussing this, I found myself thinking about the forged in the dark systems of action roles, the position and the effect system where a given role accounts for both how hard it is to do this and how much would this action success influence the world. In practice, I think this is similar to how I adjudicate the problem when DMing.
The DC and effect of the role is dynamic based on how good the player's idea is and how good their character is at doing the thing. When you have the eloquent player making an argument as playing the Barbarian, I'm lowering the DC a bit to account for how good the argument is. Conversely, if the quiet player just wants to roll, it'll be more like a standard DC then.
The DC and effect of the role is dynamic based on how good the player's idea is and how good their character is at doing the thing. When you have the eloquent player making an argument as playing the Barbarian, I'm lowering the DC a bit to account for how good the argument is. Conversely, if the quiet player just wants to roll, it'll be more like a standard DC then.
This scales all the way down to a trivial, I look behind the painting on the wall equals you automatically find the hidden vault without having to roll. end up to i attempt to belittle the king into doing what i want by insulting his mother equaling uh that's impossible but let's see how poorly this goes for you I haven't thought critically about this particular aspect of my DMing.
This scales all the way down to a trivial, I look behind the painting on the wall equals you automatically find the hidden vault without having to roll. end up to i attempt to belittle the king into doing what i want by insulting his mother equaling uh that's impossible but let's see how poorly this goes for you I haven't thought critically about this particular aspect of my DMing.
Does this vibe as a reasonable approach for addressing these ludonarrative disconnects? What questions would you ask about an actual system for translating how good an idea is this and how good are you at this into DCs? Does it seem valuable to try to formalize, or is it best left hand-waverly to DM discretion? I love the word hand-waverly. Hand-waverly is good. Yes, hand-waverly is now an adverb.
Does this vibe as a reasonable approach for addressing these ludonarrative disconnects? What questions would you ask about an actual system for translating how good an idea is this and how good are you at this into DCs? Does it seem valuable to try to formalize, or is it best left hand-waverly to DM discretion? I love the word hand-waverly. Hand-waverly is good. Yes, hand-waverly is now an adverb.
Thanks for the many hours of fascinating discussion. So great question, and it's a totally reasonable question. And doing that, taking what the players give you and then deciding the difficulty class and how to handle the game of that is one way to sand down those ludonarrative dissonance moments. Because the story, i.e. what the characters say, will then influence the game
Thanks for the many hours of fascinating discussion. So great question, and it's a totally reasonable question. And doing that, taking what the players give you and then deciding the difficulty class and how to handle the game of that is one way to sand down those ludonarrative dissonance moments. Because the story, i.e. what the characters say, will then influence the game
what the players need to roll, which then potentially goes back to being the game translating what the story does after the roles are made. So that's a strength of a more conversational style game. where it's a back and forth between the game master and the player. What do you want to do? OK, you want to do that. Let me think. Let's talk this through. If you tried this and succeed, what happens?
what the players need to roll, which then potentially goes back to being the game translating what the story does after the roles are made. So that's a strength of a more conversational style game. where it's a back and forth between the game master and the player. What do you want to do? OK, you want to do that. Let me think. Let's talk this through. If you tried this and succeed, what happens?
If you try this and fail, what's the consequence? How difficult should this be? Great if you have players that love that conversation, love that storytelling. Bad if you want to run a fast game where there isn't a lot of that give and take.
If you try this and fail, what's the consequence? How difficult should this be? Great if you have players that love that conversation, love that storytelling. Bad if you want to run a fast game where there isn't a lot of that give and take.