- Checks happen and regular points in the procedure, and can introduce complications.
- Throws are one-off, prompted by the fiction, and yes-no. Do you hit? Do you save?
But if I could leave well enough alone like that, I probably would not be writing this blog in the first place. These are some specific posts that I'm thinking about in particular with regard to checks:
- On dungeon crawling structure. This is honestly the root of the idea that checks are procedural while throws are prompted by the fiction.
- On d6 uses in od&d and simplifications of them.
- The overloaded encounter die (or, in its advanced form, the hazard system) the things I love about this are its simplicity and the way it neatly maps onto the different time scales. The things I do not like about it are that it is resists the chances being altered by situation and that all the outcomes are mutually exclusive.
- On the wilderness encounter chance, which points out that the x-in-6 chance to become lost is rolled separately from the y-in-6 chance to have an encounter. Either, both, or neither can all occur.
- Encounter stew, which is delightful, but too focused on the specific question of dungeon encounters for me to immediately jump from there to a general procedure for a check.
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