Thread! Blades in the Dark's Position and Effect are useful for almost *every* RPG from #dnd to #FateCore because you consider not how HARD something is but how RISKY it is and how EFFECTIVE it could be. 1/
Position is the level of danger. In BitD the Positions are Desperate, Risky, and Controlled. Position communicates the possible complications. Desperate=*Real* bad if you fail. Controlled=Pushes you to a riskier position if you fail. Risky=Consequences, but not catastrophic. 2/
Effect is the level of potency. Limited=Make some progress. Standard=Do what you came to do unless it's super ambitious. Great=Impressive effect. 3/
Put in D&D terms, navigating a small bog w/ an explorer's pack = Risky Standard. Navigating a FIRE SWAMP on a half-tamed brontosaur = Desperate but Great effect. Navigating a 50 mile fen donkey loaded with supplies = Controlled Limited effect -- it's slow, but well supplied. 4/
Now how does this HELP? Well you communicate the position and effect to the player while the player is describing their action. It's clear what the consequences of failure and effect of success can look like without specifying exactly what happens until you see the die roll. 5/
I've always said it's best to frame the die roll ahead of time. E.g. "Roll insight to determine that the innkeeper is lying. Roll less than 15 and he realizes you're on to him." But with BitD style Position and Effect, you can frame a roll without being specific! 6/
Another benefit: You can use Position and Effect to push players into more exciting action. If they describe a really cautious action, slap it with Controlled Limited. If they want Standard or Great effect, you can push them to take more risks / use skills they're less good at 7/
CLASSIC 5e example: "Can I use Perception to search for traps?" "Sure, but if you use Investigation, I'll give you Great effect. For Perception, it's only Limited." A different way of saying "perception 'sees new stonework', investigation 'deduces it's a pressure plate'" 8/
Even if you're not explicit about using position and effect, keeping it in your mind when framing checks helps you remember to frame both the risk (position) and benefit (effect) of any die roll outside of tactical combat. 9/9
BONUS tweet #10: If you vary the stakes for failure and benefit of success, you can make most rolls in 5e D&D Medium=DC15 up through level 12 (or higher if nobody in the party has Expertise!) since you're varying risk and reward independent of check DC.
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Information skill check frames time. Thread in 3... 2.... 1...
Many RPGs have information skills. You know, like "Knowledge: The Planes" or "Arcana" or "Occult" or whatever. These are "know information about the thing" skills.
But also "Sense Motive," "Gather Information," "Investigate," and "Perception." These are "find the thing" skills.
To understand information skill check frames, though, we have to talk about why we use dice AT ALL. There are generally three reasons to use dice.
The initiative thread got unrolled, too. So I'll use this as an opportunity to talk about running away.
Running away from a conflict is absolutely essential to a lot of styles of RPG play. It's common in real-life violent conflicts. But it's also nearly impossible in initiative.
That's because every character gets the same amount of time to do everything, as if they were all acting in turn, but also simultaneously. When you act in turn, you act with full knowledge of the other parties' actions on previous turns.
As a result, the INSTANT Merlin breaks and runs from the goblin, the goblin also starts chasing Merlin. At the end of the goblin's turn, he's adjacent to Merlin again. In reality, the goblin would have a few seconds delay reacting to Merlin, intuiting if it was a feint, etc.
Initiative means every party in a combat acts exactly as often as every other party. In reality, this isn't how fights work, from a schoolyard brawl that gets you sent to the principal to trench warfare. It's *fair* from a game perspective, but not realistic or cinematic.
Yeah, screw it. Let's thread this.
Fair makes sense in a tactical board game. But does it make sense for a tabletop RPG?
Many tabletop RPGs also come with a tactical board game that the designers throw in for free.
Crap, that sentence is so good I should have started the thread with it.