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Scott Christian's latest activity
S
Scott Christian
reacted to
Thomas Shey's post
in the thread
Let's Talk About Core Game Mechanics
with
Like
.
And, of course, context. When you're trying for some genres and sorts fo settings, you don't so much want a sense of realism as the...
Feb 26, 2026
S
Scott Christian
reacted to
el-remmen's post
in the thread
D&D 5E (2014)
Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)
with
Like
.
I guess I have always been interested in this kind of data, because while rereading one of my story hours, I stumbled upon a link to...
Feb 26, 2026
S
Scott Christian
reacted to
Lanefan's post
in the thread
Some Statistics from the first 25 sessions of my last 3E campaign
with
Like
.
And I thought *I* was a stats nut! :) This is fine stuff! My only questions involve how does this all relate to real time? How long...
Feb 26, 2026
S
Scott Christian
reacted to
Reynard's post
in the thread
Let's Talk About Core Game Mechanics
with
Like
.
Others are likely to disagree, but I don't think emulation of reality is a worthy design goal at all. I think the primary, maybe only...
Feb 26, 2026
S
Scott Christian
replied to the thread
Let's Talk About Core Game Mechanics
.
No offense, but I don't see how you can come up with a core mechanic without first determining what kind of game you want. Slow combat...
Feb 26, 2026
S
Scott Christian
reacted to
FrozenNorth's post
in the thread
Let's Talk About Core Game Mechanics
with
Haha
.
Or do you agree 8 times out of 8?
Feb 25, 2026
S
Scott Christian
reacted to
Fenris-77's post
in the thread
Let's Talk About Core Game Mechanics
with
Like
.
I find myself disinclined to run systems with chunky skill lists. At this point I really don't care about 6 different firearms skills...
Feb 25, 2026
S
Scott Christian
replied to the thread
Let's Talk About Core Game Mechanics
.
To be fair, it was never about realism, but rather the sense of realism. There is a huge difference between the two, and everyone's line...
Feb 25, 2026
S
Scott Christian
replied to the thread
Let's Talk About Core Game Mechanics
.
When I did my skills, I definitely pooled many of them together. It makes so much more sense to me. My History/Religion skill is an...
Feb 25, 2026
S
Scott Christian
reacted to
Bill Zebub's post
in the thread
Let's Talk About Core Game Mechanics
with
Like
.
The TOR system has an interesting take on this: While a Gandalf rune on the d12 is an automatic success regardless of dice total, an Eye...
Feb 25, 2026
S
Scott Christian
replied to the thread
What is "railroading" to you (as a player)?
.
No offense, I am not sure it's a win or lose thing. It's a situation where, I believe, the OP learned that the definition of...
Feb 25, 2026
S
Scott Christian
reacted to
GrimCo's post
in the thread
What is "railroading" to you (as a player)?
with
Like
.
Personally, never had problems with amount of time people took to make a decision at the table. That part is usually fast. How long does...
Feb 25, 2026
S
Scott Christian
replied to the thread
Let's Talk About Core Game Mechanics
.
Speaking of mechanics, a long time ago we greatly enjoyed the MERP systems style of combat. It was D100, but you could take your skill...
Feb 25, 2026
S
Scott Christian
reacted to
definiteFreakyFishGuy's post
in the thread
Let's Talk About Core Game Mechanics
with
Like
.
I dislike non-intuitive magic numbers in core mechanics. The cut-off points for PbTA 2d6 & Draw Steel 2d10 Power roll. In Ironsworn...
Feb 25, 2026
S
Scott Christian
replied to the thread
Let's Talk About Core Game Mechanics
.
We've been using Daggerheart for our latest campaign. The 2d12, aside from increasing critical successes (as opposed to a d20), does...
Feb 25, 2026
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