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The Answer is not (always) on your Character Sheet
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<blockquote data-quote="Emberashh" data-source="post: 9325261" data-attributes="member: 7040941"><p>I always looked at it as a question of buttons to push. </p><p></p><p>Back in 5e, the principle issue with magic is that they have 5000 buttons to push called Spells. This might not have been an issue, but it becomes a big one with many of these buttons only exist to turn off entire game mechanics. </p><p></p><p>It also becomes one when the other broad option of play, Martials, only have one actual way to compete with that, and its through a relatively obscure rule thats unsupported, of which half the people who have a problem with the game will argue with and deny even counts at all. (Improvise Action)</p><p></p><p>In general, I don't think having buttons is a bad thing, but it depends on what we're talking about. In Combat, and when its prudent to have consistency, such as during Travel or in Crafting, buttons are vital. </p><p></p><p>Expression and creativity can absolutely be a part of such areas (boy do I have examples), but care and attention has to be paid to how that's enabled.</p><p></p><p>Improvise Action in 5e works for Combat with the right DM, but as the naysayers argue, its steeped in the mother may i problem.</p><p></p><p>But the Mighty Deed of DCC? Elegance at its highest, and is everything you could want, even when stacked up against the kookoo bananas magic system DCC has. </p><p></p><p>Beyond things like this, however, buttons become less important, and especially so if the design inclination pushes them to be too decisive. (Eg, goodberry bad)</p><p></p><p>When we're talking solving these unique obstacles or challenges in the adventure that don't just involve killing, creativity and expression are much more desirable, both from a practicality standpoint (less to prep) and a standpoint of enjoyment. (Novel solutions are amusing, even if they fail). </p><p></p><p>Another angle I think is important here is related to why narrative games tend to eliminate the prospect of pure failure; nobody wants to stall an adventure out because of a locked door, regardless of whethere we have buttons or not. </p><p></p><p>I personally think a mix of that and emphasizing broad tools works best, as I think there should be cases where you could straight up fail, but these should be deliberate, and designed to encourage teamwork. </p><p></p><p>A locked door shouldn't be an obstacle that stops an adventure at all. But something more substantive that prompts more than one person to contribute, that, I think, often means one person can't necessarily do it on their own, is a much better design. </p><p></p><p>Just to use my game to elaborate on that, Curses are a big thing in the magic system, and all aside from the most simple are group activities to break, and theres going to be many that are going to need somebody who can wack something really hard to be in on it. Such curses could stop an adventure if the party comes unprepared, but if the capability is there, they can do it, even if it goes on to mean a complication will result. </p><p></p><p>Some may argue allowing that is a killjoy, but the fact is, agency isn't agency if it doesn't come with real consequences. And that includes venturing into places unprepared, story be damned. </p><p></p><p>(Unless of course you don't actually want agency, in which case I think one's preferences don't make any sense)</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9325261, member: 7040941"] I always looked at it as a question of buttons to push. Back in 5e, the principle issue with magic is that they have 5000 buttons to push called Spells. This might not have been an issue, but it becomes a big one with many of these buttons only exist to turn off entire game mechanics. It also becomes one when the other broad option of play, Martials, only have one actual way to compete with that, and its through a relatively obscure rule thats unsupported, of which half the people who have a problem with the game will argue with and deny even counts at all. (Improvise Action) In general, I don't think having buttons is a bad thing, but it depends on what we're talking about. In Combat, and when its prudent to have consistency, such as during Travel or in Crafting, buttons are vital. Expression and creativity can absolutely be a part of such areas (boy do I have examples), but care and attention has to be paid to how that's enabled. Improvise Action in 5e works for Combat with the right DM, but as the naysayers argue, its steeped in the mother may i problem. But the Mighty Deed of DCC? Elegance at its highest, and is everything you could want, even when stacked up against the kookoo bananas magic system DCC has. Beyond things like this, however, buttons become less important, and especially so if the design inclination pushes them to be too decisive. (Eg, goodberry bad) When we're talking solving these unique obstacles or challenges in the adventure that don't just involve killing, creativity and expression are much more desirable, both from a practicality standpoint (less to prep) and a standpoint of enjoyment. (Novel solutions are amusing, even if they fail). Another angle I think is important here is related to why narrative games tend to eliminate the prospect of pure failure; nobody wants to stall an adventure out because of a locked door, regardless of whethere we have buttons or not. I personally think a mix of that and emphasizing broad tools works best, as I think there should be cases where you could straight up fail, but these should be deliberate, and designed to encourage teamwork. A locked door shouldn't be an obstacle that stops an adventure at all. But something more substantive that prompts more than one person to contribute, that, I think, often means one person can't necessarily do it on their own, is a much better design. Just to use my game to elaborate on that, Curses are a big thing in the magic system, and all aside from the most simple are group activities to break, and theres going to be many that are going to need somebody who can wack something really hard to be in on it. Such curses could stop an adventure if the party comes unprepared, but if the capability is there, they can do it, even if it goes on to mean a complication will result. Some may argue allowing that is a killjoy, but the fact is, agency isn't agency if it doesn't come with real consequences. And that includes venturing into places unprepared, story be damned. (Unless of course you don't actually want agency, in which case I think one's preferences don't make any sense) [/QUOTE]
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