- Joined
- Apr 24, 2017
- Messages
- 36,544
- Reaction score
- 108,576
Spanking monkeys doesn't count.
Somebody's been single too long...
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
Spanking monkeys doesn't count.
Except on those wicked diceless games where players wager face down how many "effort points" they are using, which add to their stats. Then it gets interesting!So @Faylar it seems like you are saying ‘biggest number wins’? That doesn’t allow for much nuance or player creativity.
I'm not saying that AT ALL.So Faylar it seems like you are saying ‘biggest number wins’? That doesn’t allow for much nuance or player creativity.
Now, I am guessing you wouldn’t take a simple ‘highest wins’ approach, so my question still stands: how would you use those numbers to decide who wins when contesting skills or abilities?
To me the idea of wanting charisma score to dictate player on player interactions is like wanting to abstract puzzle-solving into intelligence checks or combat tactics into wisdom checks (both of which I've seen advocated, presumably seriously). I mean, they all kind of make sense logically in the sense that they're more true to what the capabilities of the fictional persona would be in the fictional world, but they're so totally and fundamentally at odds with why I enjoy playing the game that I have trouble even relating to the mindset that would find that desirable. I guess it's a difference in perspective of getting enjoyment from being a third-party observer of activity in the fictional world rather than being a first-person participant in that action - that you're more into telling stories about these characters and seeing what happens to them than experiencing the world through their eyes? I dunno. Like I said, it's hard for me to even comprehend it.
I am 40. I've been single for exactly 4 days in my entire adult life. lolSomebody's been single too long...
Have you tried to read or play a game that does it?To me the idea of wanting charisma score to dictate player on player interactions is like wanting to abstract puzzle-solving into intelligence checks or combat tactics into wisdom checks (both of which I've seen advocated, presumably seriously)
Didn't 4th D&D try to do that with skill checks and such? I am ill versed on 4th, but I seem to recall that being a thing.Have you tried to read or play a game that does it?
Sometimes an absurd idea is just a normal idea that was never given a chance.
I am 40. I've been single for exactly 4 days in my entire adult life. lol
Same difference for this reference at that point though.
Dont know D&D4e, so I can't say. But I would recommend Cortex, Fate, PbtA or Fria Ligan games as good examples that I know and work well.Didn't 4th D&D try to do that with skill checks and such? I am ill versed on 4th, but I seem to recall that being a thing.
I don't know about that, but many systems have rules for adjudicating social interactions among characters. They are probably most often used for PC vs. NPC, but I bet most could be used for PC vs PC too.I like to think I am open to new ideas more often than not. I am also willing to concede that I don't understand an opposing position. Can someone please give me some examples of using hard coded rules in a RPG to adjudicate player vs. player roleplay so I have a frame of reference?
Reaction rolls with a Cha adjustment to determine influence on NPCs I'm totally on board with. Applying the same mechanic when players are in disagreement with each other (that if player A rolls well enough players B and C will do what player A says whether they want to or not) is utterly off-putting to me (outside of the obvious exception cases of magical/psychic/etc. forced mind control, but even there using those abilities on other players has always, in every game I've played in over 35+ years, been looked down upon as very poor form, a major violation of the player-level social contract, and a good way not to get invited back).It is dictating to say it should have an influence, just as Str and Dex do on combat? Pretty sure reaction rolls are adjusted for Cha in B/X. Not sure why this is even a controversial question.
I was talking about spanking monkeys not beating dead horses. ;)But the term "date night" for you is still synonymous with...Solo Roleplaying? ;)
Reaction rolls with a Cha adjustment to determine influence on NPCs I'm totally on board with. Applying the same mechanic when players are in disagreement with each other (that if player A rolls well enough players B and C will do what player A says whether they want to or not) is utterly off-putting to me (outside of the obvious exception cases of magical/psychic/etc. forced mind control, but even there using those abilities on other players has always, in every game I've played in over 35+ years, been looked down upon as very poor form, a major violation of the player-level social contract, and a good way not to get invited back).
I was talking about spanking monkeys not beating dead horses. ;)
Ah...see, I think that is important.Dont know D&D4e, so I can't say. But I would recommend Cortex, Fate, PbtA or Fria Ligan games as good examples that I know and work well.
Beating a dead horse - entertaining a topic beyond it's shelf life. Running a joke long past it's conclusion... hat sort of thing.I'm lost in the animal abuse metaphors...but I'm relatively certain I don't look to RPGs to codify rules for Riding Mr. Snuffleupagus
In Cortex Plus, players play pools of traits against each other (Ie: Handsome d6 + Silvertongue d6 + Confident in my home turf d8), according to situation, and compare the 2 highest dice.I like to think I am open to new ideas more often than not. I am also willing to concede that I don't understand an opposing position. Can someone please give me some examples of using hard coded rules in a RPG to adjudicate player vs. player roleplay so I have a frame of reference?
Have you honestly not heard that one before, or are you joshing me? (actually uncertain)
In Cortex Plus, players play pools of traits against each other (Ie: Handsome d6 + Silvertongue d6 + Confident in my home turf d8), according to situation, and compare the 2 highest dice.
The one with highest values wins and applies "stress" and "conditions" dice on the loser: Insecure d6, Afraid 2d8 or Horny d10 or Inspired d4 (it could be positive things too, like in a flirt or an inspirational speech). These "condition" dice are added to anyone who can take advantage of the loser. So anyone fighting them gets to add the Afraid d8 to their pool, or anyone trying to convine them add the Insecure d6 to their pool, etc.
If any of those dice reach d12 you pass out or are out of the scene due to Stress.
Very simple example. The Chronicles of Darkness system essentially has a social combat system for convincing NPCs. The PVP version is just the players agreeing to abide by such a combat outcome.I like to think I am open to new ideas more often than not. I am also willing to concede that I don't understand an opposing position. Can someone please give me some examples of using hard coded rules in a RPG to adjudicate player vs. player roleplay so I have a frame of reference?
I have a friend who is a very enthusiastic fan of those games and the harder he tries to sell me on them the more befuddled I am at their appeal.That's the most ridiculous thing I've ever heard.
Oh yeah, because cool is licking the GM's balls.That's the most ridiculous thing I've ever heard.
Oh yeah, because cool is licking the GM balls.
I'm confused, why am I letting the GM teabag me again?
You are getting pretty teste todayOh yeah, because cool is licking the GM's balls.
See this.
You're essentially filling the target with weaknesses that you can exploit. Personally I find Cortex Plus to be somewhat overdesigned, , but I like the way it encourages you to specify how you break your opponent down.That's the most ridiculous thing I've ever heard.