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11 |
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12 The Impossible Dream |
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13 |
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14 |
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15 #5: Resolution Mechanics II |
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16 |
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17 *by Hunter Logan* |
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18 Apr 14,2003 |
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19 |
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20 |
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21 Last time, I wrote about the use of Chance, Ability, and Intent in |
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22 constructing resolution mechanics. I brought the article to a rather |
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23 abrupt close. I feel bad to have done that, but it works out better |
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24 because I want to peer more deeply into the resolution play flow. I |
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25 think a resolution mechanic is more than just a resolution mechanic. |
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26 It's really a mechanical process that includes at least one mechanical |
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27 device and one evaluation. That mechanical process is presented as a |
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28 resolution play flow. The undefined item here is the /evaluation/, so |
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29 that's a good place to begin. |
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30 |
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31 The Five Means of Evaluation |
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32 |
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33 A mechanic really isn't a mechanic without a means of evaluating what |
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34 happened. It occurs to me that any mechanic has five means of |
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35 evaluation. This is how I conceptualize the way that players evaluate |
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36 what happens after a mechanical device is used. The terms are |
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37 /Absolute/, /Unopposed/, /Opposed/, /Played/, and /Qualified/. Here are |
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38 the explanations. |
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39 |
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40 */Absolute evaluation/* is usually based on Die Result vs. Fixed Scale. |
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41 The player generates a Die Result using a method such as Skill + |
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42 Attribute + Die Roll. The GM may apply a modifier for difficulty or |
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43 situation. For an easy job or situation where a character has the upper |
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44 hand, the GM might apply a large positive modifier. For a really tough |
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45 job or situations where the character is at a disadvantage, the GM might |
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46 apply a large negative modifier. The GM (or player) compares the die |
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47 result to the fixed scale and determines the outcome. This is a personal |
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48 preference, but I think modifiers are a bad idea for this sort of |
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49 mechanic. The purpose of an absolute evaluation is mostly to gauge the |
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50 quality of character effort. The evaluation may also provide an outcome; |
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51 but as a GM, when I asked for this sort of roll, I usually just wanted |
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52 the player to impress me with a great die result. Either way, a low |
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53 result here means the character was inept and failed, while a high |
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54 result indicates heroic performance and great success. Here is an example |
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55 |
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56 * Device (Chance and Ability): Player rolls Skill + Attribute + Die |
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57 Roll vs. Fixed Scale. |
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58 * Evaluation (Unopposed): In this example, the GM assessed the |
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59 Difficulty as a modifier. The GM compares the modified Die Result |
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60 to the Fixed Scale. If the Die Result is 3 or greater, the |
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61 character achieves some degree of success. Otherwise, the |
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62 character fails. More important, the character's effort is clumsy |
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63 or lackluster unless the player rolls 5 or better. |
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64 |
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65 |
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66 *Modifiers* Challenge Modifier |
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67 Easy +1 or more |
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68 Average 0 |
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69 Difficult -1 or more |
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70 |
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71 |
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72 *Results* Die Result Effort Outcome |
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73 0-2 Poor Fail |
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74 3-4 Fair Progress |
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75 5-7 Good Success |
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76 8+ Heroic Bonus |
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77 |
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78 |
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79 |
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80 */Unopposed evaluation/* is usually based on a variable scale with a |
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81 device such as Die Result vs. Target Number where the die result is |
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82 Skill + Die Roll or something similar. The GM adjusts the Target Number |
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83 (TN) based on difficulty or challenge. An easy task often has a low TN. |
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84 A difficult task has a high TN. Here is a common example: |
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85 |
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86 * Device (Chance and Ability): Player rolls Skill + Die Roll vs. TN. |
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87 * Evaluation (Unopposed): In this example, the GM assessed the |
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88 Difficulty as a modifier The GM compares the Die Result to the |
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89 Target Number. If the Die Result is equal to or greater than the |
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90 TN, the character succeeds. Otherwise, the character fails. |
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91 |
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92 |
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93 *Target Number* Die Roll Result |
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94 2 Easy |
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95 4 Average |
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96 6 Difficult |
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97 9 Impossible |
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98 |
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99 |
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100 |
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101 *Results* Die Roll Result |
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102 < target Fail |
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103 = or > target Success |
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104 |
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105 |
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106 */Opposed evaluation/* is mostly based on a comparison of effort such as |
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107 PC's die result vs. opponent's die result. Here is an example: |
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108 |
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109 * Device (Chance and Ability): Player rolls Skill + Modifiers + Die |
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110 Roll vs. Opponent's die result. |
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111 * Evaluation (Opposed): The GM compares the player's die result to |
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112 the opponent's die result. Here is a set of possible outcomes: |
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113 |
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114 *Results* PC Die Result Result |
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115 < Opponent PC Loses |
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116 = Opponent Draw |
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117 > Opponent PC Wins |
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118 |
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119 |
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120 |
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121 */Played evaluation/* is mostly based on player intent. In this |
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122 situation, one player (usually the GM) gets to say what happens to |
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123 another player's declaration. This is often tied into ideas of diceless |
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124 play. Here is an example: |
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125 |
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126 * Device (Intent): The player declares that his character is using |
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127 the radio to call for artillery support. |
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128 * Evaluation (Played): The GM considers that the request is logical. |
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129 The character has a radio, expert military training, and artillery |
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130 support. He decides to play along and replies that the character |
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131 has successfully called for support. |
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132 |
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133 |
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134 */Qualified evaluation/* is mostly a check to determine whether or not a |
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135 character is qualified to do a thing. Here is an example: |
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136 |
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137 * Device (Intent): The player declares that his character will |
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138 attempt to scale a sheer cliff face. |
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139 * Evaluation (Qualified): The GM asks the player about the |
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140 character's equipment and skills. The character has some climbing |
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141 skill, but no equipment. The GM determines that the character can |
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142 attempt the climb, but it will be both difficult and dangerous. |
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143 |
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144 |
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145 The Four Mechanical Structures |
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146 |
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147 To discuss mechanical structures more accurately, I have identified four |
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148 mechanical structures that you can employ to build a set of resolution |
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149 mechanics. Each is a process represented as a resolution play flow. You |
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150 may declare others as you need, but I'm starting with these four. They |
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151 are /Single/, /Series/, /Nested/, and /Countdown/ mechanics. |
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152 |
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153 */Single mechanics/* include one device and one evaluation. Here is an |
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154 example of a single mechanic: |
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155 |
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156 * Device (Chance and Ability): The player rolls Character Skill + |
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157 Die Roll vs. Target Number. |
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158 * Evaluation (unopposed): If character's effort (Character Skill + |
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159 Die Roll) is equal to or greater than the challenge (Target |
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160 Number), the character is successful. If the character's effort is |
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161 less than the target number, the character fails. |
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162 |
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163 |
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164 */Series mechanics/* consist of two or more single structures chained |
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165 together to produce a set of mechanics. This is a more complex play |
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166 flow, but the series mechanic is the most common structure for event |
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167 resolution for a single character. Here is an example of a series mechanic: |
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168 |
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169 * Device (Intent): The player declares the character's action. |
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170 * Evaluation (Qualified): The GM determines the required skill. If |
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171 the character lacks the skill, the character fails. If the |
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172 character has the skill, the GM sets the target number and the |
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173 player rolls the dice. |
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174 * Device (Chance and Ability): The player rolls Character Skill + |
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175 Die Roll vs. Target Number. |
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176 * Evaluation (unopposed): If the character's effort (Character |
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177 Attribute + Die Roll) is equal to or greater than the challenge |
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178 (Target Number), the character is successful. If the character's |
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179 effort is less than the target number, the character fails. |
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180 |
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181 |
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182 */Nested mechanics/* usually consist of a single or series structure |
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183 nested inside another mechanical device or evaluation. Here is an example. |
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184 |
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185 * Device (Intent): The player declares the character's action. In |
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186 this case, the character threatens a prisoner with a |
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187 wicked-looking knife in hopes that the prisoner will talk. |
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188 * Evaluation (Qualified): The GM considers that the character can |
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189 easily make good on the threat. Anyone with common sense would |
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190 start talking, but the GM isn't sure this prisoner qualifies. |
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191 Also, the GM doesn't really want to play his own willpower against |
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192 that of the player. The GM decides to roll dice for the result. |
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193 o Device (Chance): The GM rolls a d6 for the prisoner. |
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194 o Evaluation (Unopposed): The GM decides that a result of 6 |
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195 makes the prisoner resist. The die result was 2. The |
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196 prisoner failed, meaning he will sing like a canary for the |
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197 PC in hopes of avoiding the pointy end of the knife. The GM |
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198 declares this. |
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199 |
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200 */Countdown mechanics/* include a device, an evaluation, and a |
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201 countdown. The structure is basically a loop that serves as a shell for |
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202 nested mechanics. It's extremely helpful when resolving actions for |
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203 several characters. Its primary purpose is to aid in running combat. |
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204 Here is an example of a countdown: |
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205 |
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206 * Device (Chance and Ability): The GM asks the players to roll |
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207 initiative. The GM rolls initiative for NPCs or monsters. |
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208 * Evaluation (Qualified): The GM determines which participant has |
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209 the highest die roll. That participant is at the beginning of the |
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210 countdown and goes first. In the event of a tie, the GM may use |
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211 another method to break the tie. |
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212 o Device (Intent): The player declares the character's action. |
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213 o Evaluation (Qualified): The GM determines the required skill. |
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214 + If the character lacks the skill, the character fails. |
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215 + If the character has the skill, the GM sets the target |
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216 number and the player rolls the dice. |
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217 o Device (Chance and Ability): The player rolls Character |
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218 Skill + Die Roll vs. Target Number. |
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219 o Evaluation (unopposed): The GM determines the outcome. |
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220 + If the character's effort (Character Skill + Die Roll) |
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221 is equal to or greater than the challenge (Target |
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222 Number), the character is successful. |
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223 + If the character's effort is less than the target |
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224 number, the character fails. |
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225 o Continue Countdown. When the current character's action is |
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226 resolved, the GM continues the countdown. |
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227 + If the countdown has not reached 0 and the |
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228 participants still have actions to resolve, the GM |
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229 determines who goes next and returns to step A. |
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230 + If the countdown reaches 0 or all actions are |
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231 resolved, the countdown ends. Continue to step 4. |
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232 * Continue Play. The countdown is complete. |
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233 |
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234 An Approach to Chance and Ability |
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235 |
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236 Here is an example showing a common resolution flow that uses Chance, |
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237 Ability and Intent (but mostly features Chance and Ability): |
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238 |
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239 * Device (Intent). The player declares what he wants the character |
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240 to do. |
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241 * Evaluation (qualified). The character may be able to do it. The |
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242 player must roll dice. |
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243 * Device (Ability and Chance). The player rolls Skill + Die Roll for |
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244 his character. |
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245 * Evaluation (unopposed): If the die result is good enough, the |
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246 character will succeed. |
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247 |
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248 In the example, Intent helps the GM define the skill required for the |
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249 die roll and set the target number. I think Intent is most often used in |
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250 combination with qualified evaluation. At least, that's the sense I get |
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251 from many games. In this example, the actual resolution mechanism is a |
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252 second device, Skill + Die Roll. It's a combination of Chance and Ability. |
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253 |
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254 This is the part I find interesting: Any combination of Chance and |
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255 Ability can be skewed toward one or the other. |
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256 |
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257 * If Skill is small compared to the range of the die roll, then |
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258 Chance is dominant. |
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259 |
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260 */Example:/* Say the range for a skill is 0 to 8 where 0 is |
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261 untrained, 4 is fully trained, and 8 is the best on the planet. |
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262 Now say the die roll is 1d20. This gives an unmodified range of |
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263 results from 0 to 28, but a fully trained character only has skill |
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264 4. For a fully trained character, the skill is really just a |
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265 modifier. The situation is a little better for characters with |
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266 more skill, but an untrained character has modifier 0. In that |
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267 case, the result is pure Chance. I can slant this even further by |
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268 saying, "A rolled 1 is an automatic failure and a rolled 20 is an |
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269 automatic success." The only other variable is the target number. |
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270 If the target numbers are small (and they probably would be for |
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271 really easy jobs), then Ability may still have some meaning. |
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272 Otherwise, Chance is still the dominant factor. |
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273 * If Skill is large compared to the die roll, then Ability is dominant. |
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274 |
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275 */Example:/* Say the range of attributes is 0 to 20 where 0 is |
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276 untrained, 8 is trained, and 20 is the best on the planet. This |
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277 time the die roll is 1d4. This gives a range of possible results |
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278 from 1 to 24, but now the die roll is just a modifier and the |
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279 range for a trained character is simply 9 to 12 without modifiers. |
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280 For a trained character, Ability now represents 67% of the total |
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281 range. The result is slanted far more heavily toward Ability. |
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282 Without modifiers, the character can't complete any job with a |
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283 target of 13 or more; and the player may not need to roll for |
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284 targets ranging from 0 to 9. |
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285 |
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286 Another Approach to Chance and Ability |
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287 |
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288 I want to look at one last way of balancing Chance and Ability. I didn't |
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289 think of it; Scott Lininger did. In his rpg, /The Window/ |
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290 <http://www.mimgames.com/window/> he employs a single die, roll-under |
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291 mechanic that accounts for increasing ability by reducing the number of |
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292 sides on the die. His method uses every type of die from d4 to d30. I'm |
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293 not usually a fan of using so many different dice, but what Scott has |
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294 done is noteworthy. Basically, he set the default target number at 6. |
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295 Depending on the situation, the GM can increase or decrease it. When the |
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296 player needs to roll dice, he rolls the die that corresponds to the |
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297 character's competence. If the character is really horrible at |
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298 something, the player rolls a d30. If the character is truly outstanding |
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299 at something, the player rolls a d4. In this way, the effect of Chance |
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300 increases as Ability decreases. I think it's incredibly elegant. |
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301 |
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302 An Approach to Chance and Intent |
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303 |
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304 Historically, Intent has been the junior partner in resolving events. Of |
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305 course, the player has always been empowered to declare what he wants |
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306 his character to do or to say what he wants to happen; but wanting a |
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307 thing has rarely been enough to make it so. More recently, game |
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308 designers have provided more means to let the players have what they |
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309 want, even if that means letting the players do some of the things |
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310 traditionally left for the GM. Since players are accustomed to rolling |
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311 dice in order to get their way, it seems perfectly logical to continue |
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312 that trend. In the following example, Ability is still a factor in the |
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313 mechanic, but Chance is the deciding factor because the player is never |
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314 truly assured of victory. |
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315 |
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316 * Device (Intent): The player wants some weakling bad guys to show |
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317 up so that his character can safely test out a shiny, new weapon. |
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318 * Evaluation (Qualified): The GM sets the target at 3 or better. The |
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319 player needs at least one success. The GM asks the player to roll |
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320 the dice. |
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321 * Device (Chance and Ability): The player is Counting Victories |
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322 based on his character's Director attribute. That is, in this game |
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323 the character has an attribute called Director that the player can |
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324 use to directly affect the game world. The player rolls a d6 for |
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325 each point of Director. For each result 3 or greater, the player |
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326 gets a success. |
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327 * Evaluation (Unopposed): The player rolled 3 dice with results 2, 3 |
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328 and 5. This nets two successes. The player gets what he wants. If |
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329 the player had failed, the GM may still have had some bad guys |
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330 show up, but the GM might make them much stronger and more |
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331 dangerous than the player anticipated. |
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332 |
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333 An Approach to Ability and Intent |
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334 |
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335 The combination of Ability and Intent is really the foundation for |
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336 diceless roleplaying and usually the mechanism for giving players access |
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337 to the powers of the GM. In this case, it's very easy to completely |
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338 remove Chance from the equation. |
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339 |
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340 * Device (Ability and Intent): The player wants his character, a |
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341 military officer, to call for fire support against an enemy position. |
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342 * Evaluation (Qualified, Unopposed): The GM determines that the |
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343 character has everything needed to accomplish the goal. |
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344 Mechanically, there is nothing else to do, so the GM says, ãAfter |
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345 placing two spotting rounds, you have the range. |
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346 * Device (Ability and Intent): The player says, "I call, 'Fire for |
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347 effect!'" |
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348 * Evaluation (Qualified, Unopposed): The GM says, "A few seconds |
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349 later, the target area erupts in a cloud of smoke and flame as 36 |
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350 rounds of 120mm high explosive detonate on impact.ä |
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351 |
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352 |
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353 That wraps up my discussion of resolution mechanics. Next installment, I |
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354 will attempt to show how everything discussed thus far can help produce |
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355 the core of a game. Thanks for reading. |
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356 |
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357 |
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358 What do you think? <http://trio.rpg.net/pf/list.php?f=110> |
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359 |
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360 Go to forum! <http://www.rpg.net/pf/list.php?f=110> |
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361 Go to Top <http://www.rpg.net/pf/list.php?f=110> | New Topic |
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365 |
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366 Topics Author Date Latest Reply |
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367 cooldog cotangent |
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368 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new |
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369 cranial_index 01-31-2006 20:46 01-31-2006 20:46 new |
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370 CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new |
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371 corn_chamomile 01-31-2006 20:25 01-31-2006 20:25 new |
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372 Fendi Spy Bags WHOLESALE@WizardReplica.com |
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373 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 514 |
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374 12-02-2005 10:55 12-02-2005 10:55 new |
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375 Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM |
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376 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 868 |
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377 11-14-2005 19:41 11-14-2005 19:41 new |
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378 REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@ |
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379 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 794 |
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380 10-20-2005 21:37 10-20-2005 21:37 new |
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381 Death/playing style |
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382 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new Searcher |
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383 09-22-2003 11:35 09-22-2003 11:35 new |
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384 Death and actual immortality |
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385 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new Cpl Ferro |
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386 07-19-2003 08:53 01-13-2006 15:22 new |
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387 Non-death death |
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388 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new Sérgio |
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389 Mascarenhas 07-18-2003 03:07 07-23-2003 02:38 new |
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390 Thanks, Hunter |
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391 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new Allan |
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392 Sugarbaker 07-16-2003 00:18 07-17-2003 19:34 new |
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393 Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new |
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394 Robin 06-20-2003 01:23 06-25-2003 02:34 new |
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395 Something you might have mentioned. |
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396 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new Yamo |
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397 06-19-2003 16:13 06-19-2003 18:11 new |
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398 BTW, excellent column, Hunter! |
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399 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new flyingmice |
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400 06-19-2003 13:11 06-19-2003 18:13 new |
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401 Armor and Damage Thereto |
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402 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new The Student |
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403 06-19-2003 08:45 06-19-2003 11:44 new |
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404 Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new |
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405 flyingmice 06-19-2003 08:29 06-20-2003 06:12 new |
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406 Death spiral and unconsciousness |
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407 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new Torben |
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408 Mogensen 06-19-2003 07:31 06-20-2003 06:52 new |
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409 lucky or skilled |
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410 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new rhyme |
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411 05-12-2003 18:49 05-13-2003 09:25 new |
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412 Absolute, unopposed and opposed |
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413 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new Torben |
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414 Mogensen 04-16-2003 02:19 04-16-2003 09:26 new |
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415 0-9 open ended = brilliant! |
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416 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new Vibropod |
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417 03-12-2003 10:41 07-18-2003 01:28 new |
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418 Smooth rerolls |
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419 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new Torben |
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420 Mogensen 03-12-2003 00:47 03-16-2003 23:57 new |
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421 Resolution Mechanics |
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422 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new Kyle |
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423 Schuant 03-11-2003 22:14 03-29-2003 21:28 new |
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424 |
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425 Go to Top <http://www.rpg.net/pf/list.php?f=110> | New Topic |
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428 <http://www.rpg.net/pf/search.php?f=110> |
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429 |
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430 Newer Messages |
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431 <http://www.rpg.net/pf/list.php?f=110&t=98&a=1&> | Older Messages |
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432 <http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> |
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433 |
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434 ------------------------------------------------------------------------ |
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435 |
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436 |
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437 Previous columns |
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438 |
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439 * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter |
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440 Logan, 17jul03 |
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441 * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by |
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442 Hunter Logan, 19jun03 |
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443 * #6: Putting Theory to the Test |
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444 </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03 |
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445 * #5: Resolution Mechanics II |
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446 </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03 |
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447 * Resolution Mechanics I </news+reviews/columns/dream11mar03.html> |
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448 by Hunter Logan, 11mar03 |
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449 * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter |
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450 Logan, 10feb03 |
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451 * Balance of Power </news+reviews/columns/dream20jan03.html> by |
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452 Hunter Logan, 20jan03 |
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453 * Play Flow First </news+reviews/columns/dream01jan03.html> by |
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454 Hunter Logan, 01jan03 |
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455 |
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456 |
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457 Other columns </news+reviews/columns.html> at RPGnet |
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458 |
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