Peter Keay
@rustopian
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Anachrony, Terraforming Mars, Trickerion, Wonderland’s War, Agricola, Blood Rage, Root, Roll for the Galaxy, Unearth, Sky Team, Apiary, Dune Imperium: Uprising, Everdell, Ark Nova, Gaia Project, Castles of Burgundy, Paint the Roses, Eclipse, Concordia, Great Western Trail, Orleans. 2 replies
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D&D Dice!
One fun rule for DMs is *degrees of success*. This is baked into some systems like 40k, but not D&D.
The dice can tell you more than just “success” or “fail”.
Say your player must leap an abyss. The difficulty is 12. Not bad.
Yes, we all know about criticals. A player rolls a 20, they murder it. Eyes closed, dramatic frontflip, even calling in a successful Chinese food order in the air along the way.
The player rolls a 1, critical fail. They slip and dive into the abyss. Unless someone casts feather fall, they might die.
But what if they roll *exactly* 12? You can say they *barely make it.* A foot slips into the abyss, or one of their companions snatches their hand to pull them forward.
What about an 11? Well, dying in an abyss sucks. So a good DM can have them almost make it, hang from the edge. Maybe an item from their pack slips out into the void.
An 18 is comfortable, a 14 not so much. This can feed more interesting storytelling than just seeing 12+ and saying “you make it!” 1 reply
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