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*Pathfinder & Starfinder
Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="Ratskinner" data-source="post: 6232135" data-attributes="member: 6688937"><p>Possibly, I found one of the previous exchanges to be a little odd in the "did he really mean that?...maybe he did." way.</p><p></p><p></p><p></p><p>Fate Core would probably handle it with a stunt or two that affect what happens when you <em>Succeed With Style</em> in melee or if you tried to <em>Create Advantage</em> using another skill or... Honestly, how an individual player wanted to do it could be quite variable in Fate, reflecting wildly different styles and methods of leadership or encouragement. Cooperative action between the PCs is such a common aspect of climactic scenes in Fate that its easy to do. In some ways its just a specific flavoring of what <u>everyone</u> does.</p><p></p><p></p><p></p><p>Got it, and generally agreed to the extent that that movement/time/action economy must be specified precisely enough to warrant such things.</p><p></p><p></p><p></p><p>When you consider that Fate also handles things like spell effects with temporary aspects...yeah, that's why it falls flat. You end up with Fate-using-a-d20 or D&D-with-hamstrung-aspects rather than D&D-that-plays-like-Fate. </p><p></p><p></p><p></p><p>Wasn't me, I don't think. The 13th Age Bard manages it fairly well with rather abstract positioning...or at least I don't hear a lot of players complaining about it. Personally, I still think having a battle captain in classical D&D architecture is more limited by the fact that <s>skill</s> attribute checks don't have much reliable mechanical meaning for fictional positioning, especially in the social sphere where it tends to be all DM fiat AFAICT. They tend to act as solely permission mechanics. When a player says "I try to <X>". The DM has three responses: "Yes", "No", or "Make a check."</p><p></p><p> In Classic D&D, I've only seen the type of narrative that others are describing here used as a (often jesting) post hoc justification for die rolls that already happened in combat. Sort of a Fortune at the Beginning way of playing. (Strangely, Classic D&D can be played as Fortune almost anywhere.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6232135, member: 6688937"] Possibly, I found one of the previous exchanges to be a little odd in the "did he really mean that?...maybe he did." way. Fate Core would probably handle it with a stunt or two that affect what happens when you [I]Succeed With Style[/I] in melee or if you tried to [I]Create Advantage[/I] using another skill or... Honestly, how an individual player wanted to do it could be quite variable in Fate, reflecting wildly different styles and methods of leadership or encouragement. Cooperative action between the PCs is such a common aspect of climactic scenes in Fate that its easy to do. In some ways its just a specific flavoring of what [U]everyone[/U] does. Got it, and generally agreed to the extent that that movement/time/action economy must be specified precisely enough to warrant such things. When you consider that Fate also handles things like spell effects with temporary aspects...yeah, that's why it falls flat. You end up with Fate-using-a-d20 or D&D-with-hamstrung-aspects rather than D&D-that-plays-like-Fate. Wasn't me, I don't think. The 13th Age Bard manages it fairly well with rather abstract positioning...or at least I don't hear a lot of players complaining about it. Personally, I still think having a battle captain in classical D&D architecture is more limited by the fact that [s]skill[/s] attribute checks don't have much reliable mechanical meaning for fictional positioning, especially in the social sphere where it tends to be all DM fiat AFAICT. They tend to act as solely permission mechanics. When a player says "I try to <X>". The DM has three responses: "Yes", "No", or "Make a check." In Classic D&D, I've only seen the type of narrative that others are describing here used as a (often jesting) post hoc justification for die rolls that already happened in combat. Sort of a Fortune at the Beginning way of playing. (Strangely, Classic D&D can be played as Fortune almost anywhere.) [/QUOTE]
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Beyond Old and New School - "The Secret That Was Lost"
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