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<blockquote data-quote="JohnSnow" data-source="post: 8955083" data-attributes="member: 32164"><p>I really like some of these, but I also have questions.</p><p></p><p>I mostly like the flat power gradient idea, but I (personally) would like to see characters go from novices (like the Hobbits in LotR, say) to becoming like Aragorn, Legolas and Gimli; Fafhrd & the Grey Mouser; or Conan. I like the idea of character power growth, but in my ideal world, an experienced hero is at most Batman or Captain America, not Superman. I like magic though, so there's probably a balance to be had here.</p><p></p><p>I'm fascinated by your desire for no ability scores. Care to explain/elaborate? I tend to like ability scores, but I admit they tend to be a shorthand for character capability. Separately, I love the idea of dice mechanics that produce a range of results, as opposed to a binary pass/fail. Good call there!</p><p></p><p>I love the idea of special abilities that are gated in through risk/reward, situation, or some sort of narrative choice on the part of the players. Almost nothing bugs me more than D&D's "per day" mechanics. That said, I can accept that, without some outside factor, wounds take time to heal naturally.</p><p></p><p>To me, a lot of your ideals are dials on a setting that I like to tweak sometimes, but it's interesting to see those listed here. I think a good ruleset should be able to support a variety on the magical dial, but I don't want to see "use magic" baked in as a patch to make the system work (D&D healing, for example). In an ideal world, I should be able to run any action setting with the same basic ruleset, although I'd freely accept the need for some kind of patch/alteration to play as superheroes, dragons, or kaiju-fighting mech pilots, for example.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 8955083, member: 32164"] I really like some of these, but I also have questions. I mostly like the flat power gradient idea, but I (personally) would like to see characters go from novices (like the Hobbits in LotR, say) to becoming like Aragorn, Legolas and Gimli; Fafhrd & the Grey Mouser; or Conan. I like the idea of character power growth, but in my ideal world, an experienced hero is at most Batman or Captain America, not Superman. I like magic though, so there's probably a balance to be had here. I'm fascinated by your desire for no ability scores. Care to explain/elaborate? I tend to like ability scores, but I admit they tend to be a shorthand for character capability. Separately, I love the idea of dice mechanics that produce a range of results, as opposed to a binary pass/fail. Good call there! I love the idea of special abilities that are gated in through risk/reward, situation, or some sort of narrative choice on the part of the players. Almost nothing bugs me more than D&D's "per day" mechanics. That said, I can accept that, without some outside factor, wounds take time to heal naturally. To me, a lot of your ideals are dials on a setting that I like to tweak sometimes, but it's interesting to see those listed here. I think a good ruleset should be able to support a variety on the magical dial, but I don't want to see "use magic" baked in as a patch to make the system work (D&D healing, for example). In an ideal world, I should be able to run any action setting with the same basic ruleset, although I'd freely accept the need for some kind of patch/alteration to play as superheroes, dragons, or kaiju-fighting mech pilots, for example. [/QUOTE]
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