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Abstract versus concrete in games (or, why rules-light systems suck)
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<blockquote data-quote="Henry" data-source="post: 2307373" data-attributes="member: 158"><p>Playing Asmodeus' Advocate a minute...</p><p></p><p>Dex 15, STR 11 fighter, with STR, DEX, and CHR as primes...</p><p></p><p>This means a 45% chance or so of picking pockets of the unwary (Prime CC of 12, -1 for 15 DEX, +1 per level of the mark if a classed character)</p><p></p><p>It means a decent chance to slip out of bonds, which if it ever came up I'd argue to the GM that you would try to slip out rather than break free (Prime CC of 12, -1 per level and a -1 for your 15 DEX). Paralysis you're SOL, because that's solidly strength's purview.</p><p></p><p>It means that Escape Artist is viable, as DEX is a prime that's effectively a +6 bonus to do anything DEX-related. It's kind of a misnomer to say there are no skills in C&C, since all skills can be attempted pretty much by anyone - it's just to have a chance worth a darn to do it for higher-level challenges, you need to have the relevant attribute as a prime, and even better, you need to have a class that it consders relevant to the skill (Pick Pockets for rogues, etc.)</p><p></p><p>With weapon finesse Feat it means having an excellent chance to do good damage with a 1d8 dmg rapier, +1 for being specialized.</p><p></p><p>You don't need to be high-strength in C&C to be effective; in fact, something that not everyone might be aware of is that C&C bonuses are</p><p></p><p>13-15 = +1</p><p>16-17 = +2</p><p>18-19 = +3</p><p></p><p>This means that 99% of characters aren't going to have bonuses above a +1 or +2 from attributes, anyway. A +1 or +2 doesn't make nearly as much difference as what's a prime or not.</p><p></p><p>While I can understand the granularity you want, it also is not as necessary to solve your problem as it might appear. A swashbuckler is quite viable even as an 11 STR fighter, and I don't see the need to put a high score in it, because it makes little to no difference.</p></blockquote><p></p>
[QUOTE="Henry, post: 2307373, member: 158"] Playing Asmodeus' Advocate a minute... Dex 15, STR 11 fighter, with STR, DEX, and CHR as primes... This means a 45% chance or so of picking pockets of the unwary (Prime CC of 12, -1 for 15 DEX, +1 per level of the mark if a classed character) It means a decent chance to slip out of bonds, which if it ever came up I'd argue to the GM that you would try to slip out rather than break free (Prime CC of 12, -1 per level and a -1 for your 15 DEX). Paralysis you're SOL, because that's solidly strength's purview. It means that Escape Artist is viable, as DEX is a prime that's effectively a +6 bonus to do anything DEX-related. It's kind of a misnomer to say there are no skills in C&C, since all skills can be attempted pretty much by anyone - it's just to have a chance worth a darn to do it for higher-level challenges, you need to have the relevant attribute as a prime, and even better, you need to have a class that it consders relevant to the skill (Pick Pockets for rogues, etc.) With weapon finesse Feat it means having an excellent chance to do good damage with a 1d8 dmg rapier, +1 for being specialized. You don't need to be high-strength in C&C to be effective; in fact, something that not everyone might be aware of is that C&C bonuses are 13-15 = +1 16-17 = +2 18-19 = +3 This means that 99% of characters aren't going to have bonuses above a +1 or +2 from attributes, anyway. A +1 or +2 doesn't make nearly as much difference as what's a prime or not. While I can understand the granularity you want, it also is not as necessary to solve your problem as it might appear. A swashbuckler is quite viable even as an 11 STR fighter, and I don't see the need to put a high score in it, because it makes little to no difference. [/QUOTE]
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