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09:23
@HotRPGQuestions can you cast haste on an enemy and immediately end it to impose those penalties on it?
No it's only on willing creatures... Darn it.
10:21
I kinda figured
to be fair I didn't know for sure that was a thing in 5e but,... I mean they took so many things straight out of 3.5 I could have guessed
 
3 hours later…
13:02
good afternoon! o/
today i got to visit a gym for the first time in more than a year
it's nice to be back
and it's going to take a little while to get my body used to it again :D
Grats!
[offers ice pack]
thank you!
no ice pack needed thankfully lol
i went easy on myself today, i'm basically going to treat the next couple of weeks as an extended warm-up
13:17
I'm noodling on a system idea where you cannot get critical successes if you're doing a thing alone, and you cannot get critical failures unless you're doing a thing alone.
13:38
Ooo.
I like the vibe of that.
Complication: I kinda also want this to be a diceless system.
Are you using a different source of randomness then?
If I have a randomizer, I think it'll be in a different place in the system than action outcome determination.
Thinking of something more NDNM-y for action outcomes.
No Dice No Masters
It's a loose system family that's roughly a GMless and diceless drift away from PbtA, where character playbooks have moves they can do any time, moves that earn tokens (which are usually vulnerable or open story possibilities), and moves that cost tokens (which are usually strong or story-resolving).
I also have a far-too-complicated idea about building dice pools during downtime which get rolled to define the features of the next episode, but I really need to shut that down because while I like it, it doesn't match my design goals.
13:58
Possibly naive question: what does critical success/failure mean in such a system?
Do you mean what the outcome of a critical result looks like, or what might be the mechanic by which one determines whether such a result is achieved?
The latter I think
That's the complication, indeed. There's a lot of possible answers, and different systems have tried different ideas.
Spending more tokens to get a better success, or determining that an action is so difficult that a single token doesn't produce a satisfactory outcome.
Or simply leaving it up to the players to determine when critical outcomes are desired; Wanderhome says "You can choose to fail whenever you'd like," but points out that failure means something perhaps unexpected because of that game's context.
14:15
Maybe there are certain kinds of actions which trigger critical results if you do or don’t have accompaniment.
@BESW It sounds like the general idea doesn't require dice, it just requires "you can only access the best results when you're working together" (and "you stand to lose more when working alone" is an optional symmetry)
In a diceless system that lets you choose how the action resolves, teamwork unlocks options you couldn't choose otherwise.
14:37
@ThomasMarkov Reopened the WS question because this one is open
@Medix2 that one should be closed too.
I don't really think so
"Does X work with Y?" is not the same as "Is X Z?" It just so happens that Y requires Z
But in this case “does x work with Y” is obviously a subset of Is X Z.
I don't know that I really agree
If we were that rigorous we should close about 60% of the currently open questions.
14:46
If I still care Monday morning I’ll post a meta.
I don't think that we should do that.
@Akixkisu not sure about that one
And as far as meta goes we have decided otherwise multiple times now.
@Akixkisu not sure what you’re referring to.
@ThomasMarkov this.
14:47
@BESW you could have criticals trigger on skill + people helping (at least one) > difficulty number
Then without people you need to spend tokens (are they a thing in NDNM)
You can choose to critically fail to get tokens back, but only if you aren't working with others
Usually we aren't super rigorous when it comes to the term "obviously" when looking at subsets.
Unless someone brings it to meta.
Then we are sometimes very rigorous and other times not.
There's a lot of judgment involved in determining what is obvious or not
Yup.
btw, can you check if those two users are the same user? @Someone_Evil (metamagic questions)
Looking at the questions posted, they all slightly suffer from not showing research (ie. why do they think this should or shouldn't/would or wouldn't work) which is making it a bit shrug. These questions would probably be fine, closed as a dupe or not. If we get many and/or messy dupe pointers, we could maybe look at making a signpost, but I don't think that's really warrented
@Akixkisu We have some tools to investigate that. Is there a particular concern?
15:02
No real concern.
Just the coincidence of two questions about metamagic from unregs in relatively quick succession?
Asked in the same manner, featuring the same style.
But yes.
I'd say similarly short, but not really the same style
Anyway, seems to just be coincidence. Those happen too :)
15:21
Neat :)
 
7 hours later…
22:18
@doppelgreener Yeah, it's just not as obvious how to implement that because I'm so used to relying on dice to make those decisions for me.
Not a "this can't be done," more of a "I have not done this before"
Is it just me or do most of these answers display no knowledge or experience regarding freeform and/or hierarchyless gaming spaces?
(And a bit of scolding for having a game space that's not "normal" enough.)
22:36
Hard to tell either way. Although it is noticeable that words like "typical" and "traditional" are being used to mean "D&D-like"
[considers re-invoking "No such thing as D&D"]
23:05
@BESW i am squinting at these, yes
i also downvoted the one that said "you should work on your assumption that [D&D DMs do the thing DMs are famous for doing across the entire game of D&D going right back to gygax and the very beginning of the game]"
23:16
Yeah, Slate was very clear at expressing the explicit duties-of-a-GM as described in every DMG I've ever read.
23:50
.dungeon by Batts. An alternate reality table top roleplaying game.
Charu Patel shared a preview on twitter of The First Diya of Navratri, her adventure for the upcoming Unbreakable: Revolution
Ann Leckie wrote a twitter thread about the issue of suspense often being thought of as "concealing information from the reader" which I think is relephant to TRPG choices as well.
You Will Hear Thunder: Act 1 by CHINGKAW. An unofficial hombrew campaign module and supplement for Gubat Banwa, a tabletop roleplaying game.
MxGiniInABottle asks on twitter what is your favorite GM-less TTRPG?

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