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<blockquote data-quote="attevil" data-source="post: 6581445" data-attributes="member: 6789426"><p>You Bring up a good point, its easier for new players to learn a game, if each game mechanic is similar, rolling a D20 for a skill check is same as rolling a D20 for an attack.</p><p></p><p>But is rolling a die in both these cases actually fun or why is it fun? </p><p>That question can be it's own article, so I wont go in to it. </p><p></p><p>To back up your idea, we could think why is picking a lock fun or how can it be more fun. The answer is creating the feeling that picking a lock is different from just rolling a D20. I'm curious at what you have come up with for that.</p><p></p><p>For combat, I certainly feel we can do more with the system, part of the fun of combat is the strategy aspect rather than the actual die rolling. Often strategy is limited to only a few variables, for example cover, flanking or special attacks. Creating combos, team work attacks or adding moral to combat can open up new strategies to expand the choices players have in combat. </p><p></p><p>I do think fun is the most important aspect of a system design, but I think fun and a system having some reflection of reality have a positive correlation with each other.</p></blockquote><p></p>
[QUOTE="attevil, post: 6581445, member: 6789426"] You Bring up a good point, its easier for new players to learn a game, if each game mechanic is similar, rolling a D20 for a skill check is same as rolling a D20 for an attack. But is rolling a die in both these cases actually fun or why is it fun? That question can be it's own article, so I wont go in to it. To back up your idea, we could think why is picking a lock fun or how can it be more fun. The answer is creating the feeling that picking a lock is different from just rolling a D20. I'm curious at what you have come up with for that. For combat, I certainly feel we can do more with the system, part of the fun of combat is the strategy aspect rather than the actual die rolling. Often strategy is limited to only a few variables, for example cover, flanking or special attacks. Creating combos, team work attacks or adding moral to combat can open up new strategies to expand the choices players have in combat. I do think fun is the most important aspect of a system design, but I think fun and a system having some reflection of reality have a positive correlation with each other. [/QUOTE]
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