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<blockquote data-quote="Pale" data-source="post: 3713873" data-attributes="member: 120"><p>True. But it's certainly not my cup of tea. Perhaps I'm being cynical here, but I don't think that the kind of GM who would have trouble with such a thing will even bother to use those rules in the first place. I know that everything I did when I was 12 were hack-and-slash encounters... I didn't even want to bother with social interactions beyond "Do you feel lucky, punk?" until I <em>was</em> an experienced player/DM.</p><p></p><p></p><p></p><p>Because it's better than the "'I killed you!' 'Nuh-uh!' " mechanic found in the wonderful and simple game of <em>"Cops and Robbers"</em>.</p><p></p><p>---------</p><p></p><p>It seems that they are trying to force a particular style of play through the gaming rules. Something that I've been against for a very long time. Certainly there are games that lend themselves to a particular style of play and you usually know what you're getting into when you start playing them.</p><p></p><p>My stance can be refined down to this: With the mechanic for 'conversational duels' in place it makes it that much harder to simply role-play the encounter without the dice rolls. It also makes it that much harder to get to the action if you feel like it by reducing it to a single die roll. It also reduces role-play of that sort into a number-crunching game for some players... the ones who take combat in that direction (something I highly dislike).</p><p></p><p>I can see where people will like this. My personal opinion is that a system like this is a waste of ink as a core rule.</p><p></p><p>All that said, I love Ari's work. I trust him to entertain me in his job as a writer and I'm also sure that it will be masterfully presented. However, I feel that this should be an "options" kind of rule stuck in a book I don't have to buy to play the game.</p><p></p><p>IMHO, YMMV and all that jazz.</p></blockquote><p></p>
[QUOTE="Pale, post: 3713873, member: 120"] True. But it's certainly not my cup of tea. Perhaps I'm being cynical here, but I don't think that the kind of GM who would have trouble with such a thing will even bother to use those rules in the first place. I know that everything I did when I was 12 were hack-and-slash encounters... I didn't even want to bother with social interactions beyond "Do you feel lucky, punk?" until I [i]was[/i] an experienced player/DM. Because it's better than the "'I killed you!' 'Nuh-uh!' " mechanic found in the wonderful and simple game of [i]"Cops and Robbers"[/i]. --------- It seems that they are trying to force a particular style of play through the gaming rules. Something that I've been against for a very long time. Certainly there are games that lend themselves to a particular style of play and you usually know what you're getting into when you start playing them. My stance can be refined down to this: With the mechanic for 'conversational duels' in place it makes it that much harder to simply role-play the encounter without the dice rolls. It also makes it that much harder to get to the action if you feel like it by reducing it to a single die roll. It also reduces role-play of that sort into a number-crunching game for some players... the ones who take combat in that direction (something I highly dislike). I can see where people will like this. My personal opinion is that a system like this is a waste of ink as a core rule. All that said, I love Ari's work. I trust him to entertain me in his job as a writer and I'm also sure that it will be masterfully presented. However, I feel that this should be an "options" kind of rule stuck in a book I don't have to buy to play the game. IMHO, YMMV and all that jazz. [/QUOTE]
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