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<blockquote data-quote="AbdulAlhazred" data-source="post: 8426731" data-attributes="member: 82106"><p>So, HOML2 kind of looks like this:</p><p></p><p>There are 3 'modes of play', Interlude (free RP, canonically no dice are ever rolled), Challenge (analogous to 4e SC), and Action Sequence (combat).</p><p></p><p>The first interesting point here is there are simply no such thing as checks, except in challenge/combat. So, if a player says "Hey I really want to fight this guy" then they're controlling which of these is in force. Likewise they might try to switch from combat to challenge (IE by escaping or trying to parley). There isn't verbiage saying "they get what they want" OTOH the GM is in charge of scene framing. So the assumption is transitioning modes of play means some agreement on what the next mode and the associated scene looks like (or else the players just say something like "OK we proceed" and the GM can go back to first principles and make up what comes next).</p><p></p><p>Checks work a lot like 4e, except instead of 'skills' I imagined it as 'knacks' (meaning more what you are inclined to do, so 'Engineering' is more a trait, you characteristically solve problems by making things). Every check then has a 'governing aspect' which is going to tell you which knack and thus which ability bonus and proficiency bonus apply. You might also have knowledge or be proficient in a tool. The 'proficient in a tool' also covers weapons/implements pretty nicely. An aspect COULD simply be something like 'combat', which doesn't relate directly to a specific knack.</p><p></p><p>So, a check consists of the GM setting a scene, a player says "My character accomplishes X by doing Y" and then the GM says "OK, the governing aspect for that is Stealthy, so you can make a check using the Stealth knack, etc." Someone could then jump in with "Oh, and I distract the enemy by throwing a stone, over there..." which might grant advantage on the ensuing check (I'm just using 5e advantage/disadvantage, and no other non-static bonuses). </p><p></p><p>If a scene involved an ongoing activity, then the GM might state that whatever check was made previously for that stands, so you don't need to roll 12 times to sneak into the orc camp, nor does every PC have to make a separate check, etc. Standard stuff. </p><p></p><p>Since all checks are part of challenges/combat something is tallied, success or failure, consequences are meted out, or whatever, the GM evolves the plot to the next scene, or at least decision point in the existing scene, and the process repeats until the challenge is done.</p><p></p><p>Players can 'play fate' (sort of a better version of 5e's inspiration) when they wish, that lets them change the narrative. They can also expend power points to 'pump up' their success, but you have to wager them before the roll and they don't do anything to help failure. PPs are used for all the things 4e uses 'points' for, APs and HS basically. You get one back when you rest. Using fate requires 'leveraging' something, usually a trait of the character. You can also 'invoke misfortune', inviting the GM to rain on you in return for getting your fate back, so you can use it later. </p><p></p><p>Players can also 'up the stakes', by accepting a consequence of an action in trade for some other thing they liked less. The classic case being "you fell in the pit and died" with the response being "No, I fell in the pit, and now my leg is broken." You basically take an affliction in return for getting back some of your hit points. This is probably MOST applicable to combat, but can be used in challenges too (I guess technically it could even happen in an Interlude, though its hard to see that sort of action happening with nothing at stake).</p><p></p><p>I THINK this 'engine' will drive the game. It should give everyone some table stakes and assuming the GM sticks to a fairly 'Story Game' kind of agenda something should happen.</p><p></p><p>That is ESSENTIALLY the structure of the game at the table in play. The</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8426731, member: 82106"] So, HOML2 kind of looks like this: There are 3 'modes of play', Interlude (free RP, canonically no dice are ever rolled), Challenge (analogous to 4e SC), and Action Sequence (combat). The first interesting point here is there are simply no such thing as checks, except in challenge/combat. So, if a player says "Hey I really want to fight this guy" then they're controlling which of these is in force. Likewise they might try to switch from combat to challenge (IE by escaping or trying to parley). There isn't verbiage saying "they get what they want" OTOH the GM is in charge of scene framing. So the assumption is transitioning modes of play means some agreement on what the next mode and the associated scene looks like (or else the players just say something like "OK we proceed" and the GM can go back to first principles and make up what comes next). Checks work a lot like 4e, except instead of 'skills' I imagined it as 'knacks' (meaning more what you are inclined to do, so 'Engineering' is more a trait, you characteristically solve problems by making things). Every check then has a 'governing aspect' which is going to tell you which knack and thus which ability bonus and proficiency bonus apply. You might also have knowledge or be proficient in a tool. The 'proficient in a tool' also covers weapons/implements pretty nicely. An aspect COULD simply be something like 'combat', which doesn't relate directly to a specific knack. So, a check consists of the GM setting a scene, a player says "My character accomplishes X by doing Y" and then the GM says "OK, the governing aspect for that is Stealthy, so you can make a check using the Stealth knack, etc." Someone could then jump in with "Oh, and I distract the enemy by throwing a stone, over there..." which might grant advantage on the ensuing check (I'm just using 5e advantage/disadvantage, and no other non-static bonuses). If a scene involved an ongoing activity, then the GM might state that whatever check was made previously for that stands, so you don't need to roll 12 times to sneak into the orc camp, nor does every PC have to make a separate check, etc. Standard stuff. Since all checks are part of challenges/combat something is tallied, success or failure, consequences are meted out, or whatever, the GM evolves the plot to the next scene, or at least decision point in the existing scene, and the process repeats until the challenge is done. Players can 'play fate' (sort of a better version of 5e's inspiration) when they wish, that lets them change the narrative. They can also expend power points to 'pump up' their success, but you have to wager them before the roll and they don't do anything to help failure. PPs are used for all the things 4e uses 'points' for, APs and HS basically. You get one back when you rest. Using fate requires 'leveraging' something, usually a trait of the character. You can also 'invoke misfortune', inviting the GM to rain on you in return for getting your fate back, so you can use it later. Players can also 'up the stakes', by accepting a consequence of an action in trade for some other thing they liked less. The classic case being "you fell in the pit and died" with the response being "No, I fell in the pit, and now my leg is broken." You basically take an affliction in return for getting back some of your hit points. This is probably MOST applicable to combat, but can be used in challenges too (I guess technically it could even happen in an Interlude, though its hard to see that sort of action happening with nothing at stake). I THINK this 'engine' will drive the game. It should give everyone some table stakes and assuming the GM sticks to a fairly 'Story Game' kind of agenda something should happen. That is ESSENTIALLY the structure of the game at the table in play. The [/QUOTE]
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