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CowsRespectMe @ttrpg.network
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Go then Roll vs Roll then Go
  • I prefer an even more extreme version of "Roll then go." I prefer randomness of inputs rather than outputs. So before you choose how to respond at all, you first see what you roll, (or more commonly, what cards you draw). Then, you decide how to spend your results.

    Maybe your result is better suited for taking a stealthy approach. Or perhaps it's better suited to socialization rather than combat.

    Many modern tabletop board games have embraced this design paradigm. I think structurally avoiding "roll and whiff" as an outcome is good design. Missing is fine, but when you go a whole session without succeeding meaningfully, that sucks, and it's not fun.