Apologies for delays, day job.
Zak S wrote:Ancient History wrote:You're giving people a bonus, Zak. A bonus is an incentive. The behavior that gives that bonus is the behavior you're incentivizing. How is it you can't see that?
Whether or not it incentivizes is not the question I just laid before you, strawmanning troll.
Your post actually doesn't include a question; the questions you asked on the previous page I did answer (and you misconstrued those answers and basically ignored what I said). So let's move on to stuff you actually said:
Zak S. wrote:You don't even check facts: at no point did I say the point of the rule was to incentivize certain behavior and the point isn't. I said the purpose of the rule was to add tension to the situation when a PC plays their instrument. Which it does and you can check that.
Okay. Let's check that!
DnD with Porn Stars wrote:Musical Instrument (small):
This could be any old musical instrument you can carry: a violin, bagpipes, a triangle, whatever. Playing a musical instrument requires a dexterity check. Successfully playing the instrument gives you a bonus to reaction/charisma rolls with nonhostile beings able to appreciate music. Failure gives you a minus.
The rule itself doesn't say anything about "tension." It's sort of
implicit because you can succeed (and get a bonus!) or fail (and get a penalty.) What is explicit is the whole "bonus" bit, which is an incentive for the player character to do that thing - after all, if they were no reason to do it, why would they? You don't actually mention "tension" until way down in the commentary:
Zak S. wrote:Putting the bonus at stake on the dex roll gives that scene and the roll more tension. It's more exciting because there are stakes.
So now that that's clear, let's continue!
Frank alleged I inaccurately believed it incentivized a thing which is not true because I made no claim about it incentivizing anything or not.
Frank didn't allege shit: you wrote a rule that gives a bonus, a bonus is an incentive, you wrote a rule that gives an incentive. QED. You didn't
claim you were trying to incentivize any particular behavior in the rule itself, but then you didn't
claim you were trying to create tension in the rule itself either.
I spoke to its purpose: its purpose was something else other than incentivizing--whether or not it did that, too.
Help me on this one: the rule is a completely optional Dex check on a small musical instrument which gives you a bonus or a penalty on a subsequent Charisma check. What is it's purpose, if not to give a bonus or penalty? I mean, that's what it
does, but you're claiming that the actual words that constitute your rule have nothing to do with what you intended. So what was the point of it all? To give somebody a reason during the game to whip out the lute? So that the lutist doesn't feel small in the pants for investing skill points in Perform(lute) and never being able to use it? To create tension by throwing in a completely optional test that they can totally skip if they think there's a good chance they'll fail it?
Frank lied or else is grotesquely stupid and mistakes his fantasies for reality. Do you grasp this?
Pot calling kettle, Zak. You're the most dishonest sumbitch here. I've written more game material than you, and so has Frank. I've had more game material published professionally than you. I've done my share of rules-making, and some of it was good and some of it was crap,
and I admit it when I make a mistake. So does Frank. Being
incorrect doesn't make you a liar,
lying about how great your rule is makes you a liar. All you've ever done on this or any other thread is accuse people that disagree with you of being liars or morons, and you never ever address the possibility that maybe the rule you wrote isn't a perfect thing of pristine beauty and perfect logic.