@SimonH. ah, but the DM didn't know! Ryan described what he was doing, but not what spell actually was (which is what the DM need to know to know what ability to use when rolling the save)
Sometimes people think their problems are less tied to the mechanics than they actually are
I think it used to be more common though.
Funny story from today: I sent my in-laws (we're not actually married but I refer to them as such for convenience) messages that me and my SO are going to see their relatives in another town, asking if they'd like to join. Mother-in-law responded "Yes", father-in-law responded "So I was told".
@NautArch If the ability had been used in the past, his description could easily tell the DM what he needs to know. What I meant was that he didn't need to tell the DM about his own rolls because the DM was the one who has to roll
@NautArch Each character has a specific set of spells, yeah? So if it's been used in the past, then it would be easy enough to deduce which one he was referring to. However, I still believe that stating the action and then describing it is the best solution.
So the revised question would be "How do you demonstrate all mechanics-related information to the DM while still not breaking character", which includes rolls and modifiers in almost all cases
What a frustrating day at work. The only happy points are dropping into my players' Masks group chat and seeing how excited they are all for it and all the neat ideas they have. Makes a soon-to-be-DM proud. My little baby superheros.
I don't know. I don't think so. It went down avenues of "so how system-agnostic is it, and what's that even mean anyway?" and then apparently also "so how do we rephrase it to keep it system-agnostic?", when I think the avenue we should be going down is "do we have enough information about the asker's situation that we can answer the question, and is there information missing that answer authors should have access to in order to provide effective solutions?".
@doppelgreener and for me, the Roll for shoes argument (based on Greysages explanation) suggests that even if it was written as generally as possible still doesn't apply to all RPGs.
Different spells have different spell-save DCs. Was the DC based on any of his stats or was it static?
If it was based on his stats, it would be ridiculous for him to expect the DM to have memorized his sheet in order to know what he's rolling against in the first place
@SimonH. i don't think that matters. The point is how do you bridge narrating your action with passing on required mechanics information. Even if it was a static DC, the DM doesn't know what ability to roll with.
Knowing it's a DC of 17 doesn't help the DM know that he's making a Wisdom save for Fear. DM still needs to be told, use WIS and this is for a frightened effect (as some creatures are immune to Frightened)
@SimonH. Right, but hte point is that all of those pieces are system specific. The general question is how do I relay mechanical requirements for the DM when I'm trying to narrate in character.
@NautArch He seemed to be asking about how to pass on ALL key information to the DM via roleplaying, not just the action. So in some cases, that might include the action, but the action is demonstrable in some systems and in that case (Roll For Shoes) it would only be the sum of roll + modifiers that matter
@SimonH. I oculd have sworn greysage said no modifiers, or at least no modifiers that need to be passed onto the DM. The DM just needs the final roll tally, which is outside of the narration. The PLayer's roll and the DM's roll are separate entities that are not dependent on information being passed back and forth?
As I try really hard to always be improving my in-game persona through better roleplaying, one area I find difficult is when my abilities cause the GM to roll a saving throw.
Are there any strategies either I can take, or try to talk to her about, to make it a bit more seamless?
For example, wh...
@SimonH. That's why I'm interested in knowing the system (instead of finding ways to keep it system-agnostic): there's information being transferred, and what information needs to be transferred, how much, and when it can/must be transferred, is really important to being able to provide an effective answer.
@nitsua60 Everybody's got their own naming conventions, and as others have said, if you haven't signed off on a final, then it's probably just wishful thinking on her part.
E.g. things like D&D 4e don't need certain information transferred: saving throws have a static target value and someone can tell whether they succeeded or failed by looking at the rolls. But people can also use things that modify saving throw values, and some of that can be communicated in advance.
@doppelgreener AH! I think that is an interesting approach that wasn't really being considered. It's not just about how do I in general provide mechanical requirements in narration, but how do I do it when this set of Mechanical requirements is required.
@BESW He'll have to wait and see if there's changes made and the next iteration is Final2.
@goodguy5 Each skill you get is one higher than the skill you rolled to get it--but it's not narrowing down skills. Higher-ranked skills don't have to be subsets of lower-ranked skills; they're derived from what happened narratively as a result of the roll, not what skill you rolled.
I'd like to run a game of Roll for Shoes, but I'm not sure how many dice I roll when the characters face various challenges.
I'm under the impression that it's supposed to be the same number of dice the character uses, but that seems to make impossible tasks far too easy to perform.
Is there a ...
As I now know from reading How many dice does the GM roll when challenging the players?, there is almost certainly no clear ruling on this.
Consider the situation:
Player A is a chef
Player B is an armored knight.
Player A has the skill Spoon as Knife 3 from (Cooking 2<-Anything 1) from the ti...
@SPavel It's a basic Fate principle, too: if you can't think of something interesting/dramatic/fun for both success and failure, just have the interesting thing happen instead of rolling.
But in Roll For Shoes, I find the fun lies in rolling for everything and improvising ridiculous outcomes as the dice demand.
Hence "Roll to See if I Have Shoes On."
It derives humor from treating the trivial as roll-worthy.
Because it's a silly one-off game in which you roll as often as possible, the stakes for failing to produce an interesting outcome on each roll are very small.
It's kinda like stand-up comedy: if something doesn't get a laugh, move on quickly.
@Rubiksmoose Sometimes enough interest can be drummed up that folks run it in the Back Room.
Has anyone read Venom in Her Veins by Tim Pratt. Might be relevant to this question. I would need to know the details of one of the characters to be sure (as well as waiting on a response from the OP)
Carnotaurus lived in South America during the Late Cretaceous & grew to 9 metres long. It had thick horns above the eyes (a feature no other carnivorous dinosaur possessed) & tiny arms! It was one of the fastest large theropods.
(Credit: Lida Xing, Fred Wierum)
Something we don't really talk about enough (imho, anyway, so I'm going to, lol) in the writing community is:
A) how vital cheerleading is to the early stages of a project,
B) how useless editing is in those same early stages.