In the context of resistance, I take consequences to mean the things that happen on less than a 6.

In the context of resistance, I take consequences to mean the things that happen on less than a 6.

In the context of resistance, I take consequences to mean the things that happen on less than a 6. The term is bolded and then codified later with broad possibilities so that’s my gut. But I could also see them being viewed as just..anything that happens which the player feels is unwanted by the character. What is the actual power of players to say “I resist” to things for which no action was just taken: GM call? Or is everything pretty much resistable by design?

5 thoughts on “In the context of resistance, I take consequences to mean the things that happen on less than a 6.”

  1. I interpreted it the latter way: You can resist any bad thing that happens to you (or to others, if you can explain in the fiction how you take the hit for them). But now I’m curious how John Harper meant it.

  2. I play that you can resist anything that your character has the ability to resist. Meaning that when extra guards show up, regardless of how they got here, you can say “I resist by barring the door” but you can’t say “no, those guards don’t show up.”

    This could be relevant if the PCs honestly can’t think of a way to resist those guards showing up (although clever PCs can usually think of a way). If the players summoned a meteor to obliterate duskwall, and they’re in the wide open when it comes, they might just have to die (again, I could think of a few ways to survive), once the meteor is on the horizon it will come to pass.

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