In a TRPG you can make a character’s success hinge on arbitrary things – see “For want of a nail” what’s important is you Prioritize and Limit the negotiations on what MATTERS for a given roll.
If the story calls for it, the roll hinges on the Character’s appearance, the color of their shirt, the alignment of the stars, etc… the exact wording and pronunciation of an incantation, etc… what matters is really the agreement and moving the story along.
In a TRPG we have PERFECT information -the reality and the Unknowns the players agree to is the fact of the world.
I love how it follows the socratic method where you ask the question and the answer reveals itself. We can ask “What matters in this roll?” “What is the biggest problem this character has for this challenge?” and in a couple of seconds we can decide – we don’t need to reference a ton of rules. We reference a ton of rules to be more consistent but consistency is not the end goal.
200410 GITB Combat System Only
LImited Modifiers
A key concept of this Game system is limiting Modifiers. In Difficulty Rolls there are 3 : Relevant Stat + Proficiency Bonus + Conditions.
Difficulty Modifiers
Odds Modifier
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