Recent content by JohnSnow

  1. JohnSnow

    Let's Talk About Core Game Mechanics

    The premise in that particular sci-fi/space opera setting is that operating most vehicles is explicitly similar. That being said, we have fiddled around with fly-by-wire controls for aircraft even now. And if we can't figure out reasonably simple drive by wire tech by the time we have FTL, I'd...
  2. JohnSnow

    Let's Talk About Core Game Mechanics

    I think "reality" is a fools errand, but I think that whatever degree of verisimilitude that the players want in their thematic play is a worthy design goal. It should feel just enough like "real life" that it doesn't break you out of your suspension of disbelief. Unfortunately, the location of...
  3. JohnSnow

    Let's Talk About Core Game Mechanics

    It’s interesting that this is one of my conceptual problems with Nimble, although I deeply appreciate the attempt at simplification. But combat now works differently than other skills. That feels like a step backwards.
  4. JohnSnow

    Let's Talk About Core Game Mechanics

    Let's say my target number is 11. If I'm understanding your "Price is Right" analogy correctly, you're saying that an 11 is better than a 10, which is fine, but it's a finicky choice for me to think that an 11 is "better" than a 12+. You are free to think it's not rational: I know it's not. But...
  5. JohnSnow

    Let's Talk About Core Game Mechanics

    As someone who played with THAC0, gets the math, and still hates "roll under" systems, I can try to give you some perspective on this one. Firstly, descending armor class is simply less intuitive than ascending armor class. If I'm rolling a number, why do I need to compare it to a value and...
  6. JohnSnow

    Let's Talk About Core Game Mechanics

    What I like: Big number GOOD. While I appreciate the elegance of "roll under" systems, I just can't get on board. Quick results. If you are using target numbers, they should be known. Degrees of success. Skills that can be improved. Not having to wait for people to do lengthy math calculations...
  7. JohnSnow

    What I Like About Nimble 2e (So Far) — A Partial Review

    Interesting. I share your perspective, but of the two rolls, the one I’d opt to lose (or reduce hit points enough to make it actually matter) is the damage one. On an average, level-appropriate opponent, a single hit should inflict a significant fraction of their hit points. A critical hit...
  8. JohnSnow

    D&D General When Was it Decided Fighters Should Suck at Everything but Combat?

    I disagree with the MMO “Tank, DPS, Healing, Magic” role thing because it literally comes from D&D’s “Core 4.” Fundamentally, other than healing, there’s three things you can do in combat (I’ll tackle healing in a minute). 1. You can be a frontline melee combatant. 2. You can be a skirmisher...
  9. JohnSnow

    D&D General When Was it Decided Fighters Should Suck at Everything but Combat?

    I'm starting to feel like the "Fighters fight" is part of why they don't seem to know what to do with Rangers, beyond making them a sort of default "Fighter/Rogue/Druid." Which is (weirdly) what a Bard was in 1e, but I digress. We're trying to keep fighters as the supreme combat class, and so...
  10. JohnSnow

    What I Like About Nimble 2e (So Far) — A Partial Review

    How long does it take PCs to heal without magic? Does a “cure minor wounds” spell heal more damage on a high level PC? Does the PC sport lingering injuries that affect their ability to do things until fully healed? That’s always been my basic problem with treating hit points as “meat points” -...
  11. JohnSnow

    D&D General Ranger Identity Patch (+)

    This brings up the idea of figuring out a way to differentiate the Ranger by making it the epitome of a mid-weight "skirmisher" class. I still think that a ranger on their own should be the highly alert class (rarely surprised, hard to get the drop on), and mostly focused on ambushes and...
  12. JohnSnow

    Difficulty Numbers: Scaling, or Static?

    All of which, I would argue, has effectively rendered bounded accuracy meaningless. A task that can’t be accomplished by a person without a hefty attribute bonus or by expending character resources isn’t “Hard,” it’s “nearly impossible.” Adjusting DCs upwards because PC’s have significant...
  13. JohnSnow

    Difficulty Numbers: Scaling, or Static?

    In Shadowdark, “Moderate” is DC 12, “Difficult” is DC 15, and “Extreme” is DC 18. 5e’s DCs are nonsensically high, because they were ported in from 3e, which grabbed them (unchanged) from WEG Star Wars and kludged the skill point system to make the numbers line up.
  14. JohnSnow

    Difficulty Numbers: Scaling, or Static?

    Nothing else mentioned, I’d say DC 15 is a good number for “Difficult.” Given those parameters, it’s still 15. This is the problem with not tracking skill at all, or worse, tying it entirely to level. A skilled climber should be better at climbing than someone who’s unskilled, even if that...
  15. JohnSnow

    Difficulty Numbers: Scaling, or Static?

    The bit I quoted about “taking the creature into account was in the GM section under “Setting DCs,” and specifically compares a task that might be “Hard for a sun-dazzled cave troll but Easy for a forest elf with tracking skills.” You can think I’m overthinking it, but I’m just reading what’s...
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