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A Return to the Dungeon
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<blockquote data-quote="pemerton" data-source="post: 5135288" data-attributes="member: 42582"><p>This sounds a lot like Tunnels & Trolls. Maybe if you have a look there you'll get some ideas.</p><p></p><p>If class choice is simply colour, then you probably don't need classes anymore. A game that fits the description of being about "how you do things" rather than "what you can do" is HeroQuest. So maybe i f you have a look there you'll get some more ideas!</p><p></p><p>But both T&T and HQ are a long way from games like D&D 3E/4e - the action resolution is far less tactical and far more abstract. If you want to have tactical action resolution, then players will probably want to build features into their PCs that can engage with those tactical considerations - be that training, equipment or whatever. And at that point the technical minutiae of character building start to reemerge.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5135288, member: 42582"] This sounds a lot like Tunnels & Trolls. Maybe if you have a look there you'll get some ideas. If class choice is simply colour, then you probably don't need classes anymore. A game that fits the description of being about "how you do things" rather than "what you can do" is HeroQuest. So maybe i f you have a look there you'll get some more ideas! But both T&T and HQ are a long way from games like D&D 3E/4e - the action resolution is far less tactical and far more abstract. If you want to have tactical action resolution, then players will probably want to build features into their PCs that can engage with those tactical considerations - be that training, equipment or whatever. And at that point the technical minutiae of character building start to reemerge. [/QUOTE]
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