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A couple of options I'm curious about with Trailblazer
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<blockquote data-quote="smathis" data-source="post: 5604862" data-attributes="member: 56465"><p>Thanks. I picked up a copy of TB as an impulse buy. It's an understatement to say it exceeded my expectations. More like it blew them away and then made me interested in trying 3e again for the first time in about 10 years.</p><p></p><p></p><p></p><p>Mostly it's the time it takes to select feats. Dungeon Crawl Classics replaces feats (at least for the Fighter) with a mechanic known as the "Mighty Deeds of Arms". It's a very fun mechanic that's freeform and pretty doggone cool.</p><p></p><p>After some serious reflection, I think that's what I'm asking about. What's the mechanical impact of using something like that in place of feats?</p><p></p><p>Because if it can work, all of a sudden Fighters can be made in about the same time it takes to make a Basic D&D character. And we can fit PCs on an index card again!</p><p></p><p></p><p></p><p>Yeah. I still might only allow skills to be allocated in +2s or something though. With any +1 remainder going wherever the player wants. </p><p></p><p>Just to speed up allocation of skill points even more.</p><p></p><p></p><p></p><p>Yup. Read that. I've never treated them as such.</p><p></p><p></p><p></p><p>Instead of a "good chance to succeed", I often take a different approach. What's always been missing from the d20 skill system, IMO, is a "degree of success" approach. Similar to games like Mountain Witch, HeroQuest or Marvel FASERIP.</p><p></p><p>Many times, I'll assume that the character is going to pick the lock. ESPECIALLY if it's crucial to adventure moving on. But the quality of the skill check determines how LONG it takes the character to finish the task.</p><p></p><p>This can be crucial in a dungeon or when the characters are on a time-sensitive mission. Making Action Points all the more awesome, IMO.</p><p></p><p></p><p></p><p>I'm interested. How did these work?</p></blockquote><p></p>
[QUOTE="smathis, post: 5604862, member: 56465"] Thanks. I picked up a copy of TB as an impulse buy. It's an understatement to say it exceeded my expectations. More like it blew them away and then made me interested in trying 3e again for the first time in about 10 years. Mostly it's the time it takes to select feats. Dungeon Crawl Classics replaces feats (at least for the Fighter) with a mechanic known as the "Mighty Deeds of Arms". It's a very fun mechanic that's freeform and pretty doggone cool. After some serious reflection, I think that's what I'm asking about. What's the mechanical impact of using something like that in place of feats? Because if it can work, all of a sudden Fighters can be made in about the same time it takes to make a Basic D&D character. And we can fit PCs on an index card again! Yeah. I still might only allow skills to be allocated in +2s or something though. With any +1 remainder going wherever the player wants. Just to speed up allocation of skill points even more. Yup. Read that. I've never treated them as such. Instead of a "good chance to succeed", I often take a different approach. What's always been missing from the d20 skill system, IMO, is a "degree of success" approach. Similar to games like Mountain Witch, HeroQuest or Marvel FASERIP. Many times, I'll assume that the character is going to pick the lock. ESPECIALLY if it's crucial to adventure moving on. But the quality of the skill check determines how LONG it takes the character to finish the task. This can be crucial in a dungeon or when the characters are on a time-sensitive mission. Making Action Points all the more awesome, IMO. I'm interested. How did these work? [/QUOTE]
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A couple of options I'm curious about with Trailblazer
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