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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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<blockquote data-quote="Ovinomancer" data-source="post: 8286226" data-attributes="member: 16814"><p>This is an odd line of questioning. It's like, when I describe an apple as sweet and tart, nice snap to the bite, and roughly spherical in shape, you ask, "sure, but what about how much oranges it has in it?"</p><p></p><p>The definitions given to you for SP all reference leveraging the system, ie, the mechanics, of the game. There's no suggestion that mechanics are in or out in this definition, or that you pick and choose which mechanics count. It's if you can leverage the mechanics of the system, alongside resource expenditure, alongside creative thinking that make the definition. There's never been, as far as I know, an argument that any given set of type of mechanic is excluded.</p><p></p><p>Now, you might have a set of mechanics that do not support skilled play. If a mechanic is "flip a coin for every action the player declares. On heads, what the play wants happens. On tails, the GM says what happens.," and this is it, then it's very hard to leverage this because you cannot influence how it turns out. Play here cannot be skilled because I can't really do anything to affect play. However, the moment you add, "and each player has 3 re-flip tokens per session to spend on a re-flip of the coin, which they can use after seeing the result of the flip," well, now we're in skilled play land, because I have resources and can use them to leverage the mechanics in important to me situations. It's not perfect, but when and how I use my tokens is not germane.</p><p></p><p>But, at no point, is there a consideration of which mechanics in a system are to be considered for skilled play. It's the system holistically that enables or disables such play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8286226, member: 16814"] This is an odd line of questioning. It's like, when I describe an apple as sweet and tart, nice snap to the bite, and roughly spherical in shape, you ask, "sure, but what about how much oranges it has in it?" The definitions given to you for SP all reference leveraging the system, ie, the mechanics, of the game. There's no suggestion that mechanics are in or out in this definition, or that you pick and choose which mechanics count. It's if you can leverage the mechanics of the system, alongside resource expenditure, alongside creative thinking that make the definition. There's never been, as far as I know, an argument that any given set of type of mechanic is excluded. Now, you might have a set of mechanics that do not support skilled play. If a mechanic is "flip a coin for every action the player declares. On heads, what the play wants happens. On tails, the GM says what happens.," and this is it, then it's very hard to leverage this because you cannot influence how it turns out. Play here cannot be skilled because I can't really do anything to affect play. However, the moment you add, "and each player has 3 re-flip tokens per session to spend on a re-flip of the coin, which they can use after seeing the result of the flip," well, now we're in skilled play land, because I have resources and can use them to leverage the mechanics in important to me situations. It's not perfect, but when and how I use my tokens is not germane. But, at no point, is there a consideration of which mechanics in a system are to be considered for skilled play. It's the system holistically that enables or disables such play. [/QUOTE]
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Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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