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A thought about Social Mechanics
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<blockquote data-quote="Emberashh" data-source="post: 9190511" data-attributes="member: 7040941"><p>Thats why I think the player setting ~2/3 of the DC is the natural conclusion. In my own system this would probably be an Acuity save (meaning the players current Acuity, a sort of Mental HP, is the base target number), modified by the specific skill invoked + whatever penalties the GM deigns to give themselves based on the improv. </p><p></p><p>The GM would still be ajudicating, but only on whether or not a particular penalty should apply against their roll, which is a lot more straightforward, especially with guidelines the system can provide, and the bulk of the target is still being determined by the player and their character, giving them the most influence over the outcome regardless. (Assuming the GM doesn't fudge)</p><p></p><p>But yeah I would be interested to know if any games have gone this route.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9190511, member: 7040941"] Thats why I think the player setting ~2/3 of the DC is the natural conclusion. In my own system this would probably be an Acuity save (meaning the players current Acuity, a sort of Mental HP, is the base target number), modified by the specific skill invoked + whatever penalties the GM deigns to give themselves based on the improv. The GM would still be ajudicating, but only on whether or not a particular penalty should apply against their roll, which is a lot more straightforward, especially with guidelines the system can provide, and the bulk of the target is still being determined by the player and their character, giving them the most influence over the outcome regardless. (Assuming the GM doesn't fudge) But yeah I would be interested to know if any games have gone this route. [/QUOTE]
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