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<blockquote data-quote="1QD" data-source="post: 9757322" data-attributes="member: 7053892"><p>I am not sureI agree with the position a handful of laser sharp rules that handle everything is the best approach. I mean, I would like a system that gives me a wide variety, especially considering if everyone on my team can make the attempt, then what is the point of having a team? Like being able to build your characters with a variety of skills that seperates them apart helps build unique identity. When I run a game, I encourage my players to work as a team even when picking skills. Since teaching is a skill, it makes more sense for everyone to spread out and get something unique to add to the party and then teach each other later on. This is especially true when learning spells. Most people do not have a portable library in thier back pocket, and you need libraries, often, for spell research.</p><p></p><p>Additionally I want a system of rules that handles the majority of my GM/Player needs, with room for interpretation. The dice roll interpretation is especially useful because it allows the roll to always reflect how well, or not they have done, and this system in return, is easily recognizable to a player. This rule in particular is diverse in its expression because it can be applied not only to skills, but to avoids, encounters and especially treasure, (treasure perhaps being the most obvious).</p><p></p><p>I would herald a game with a wide amount of choice, for both character uniquesness and variety of tactics used throughout the gaming experience. To some there might be too many spells, but having lots of choice adds flavour and demonstrates to players that there are many ways to play the game. In Dnd 2nd Ed, for what I remember of it all 12th lvl fighters were very much the same. While other systems, I may or may have not designed personally, could have 3 warriors with very much different focus dependant on choice of skills and the warriors abilities themself in the same campaign at the same time.</p><p></p><p>The only flaw I can see with such a system is less a flaw and more of a personal approach. Notably play styles and player type. I think it safe to say there are players who like the deep delve, and there are players who don't and there are players who want to spend as little time reading and learning as possible. While I am not privy to as the motivations of the latter I can hazard a guess or two.</p><p>Time constraints and just the challenge of meeting all at once are two that come to mind. For these people they are eager to play and be done, or to play and run. Variety may seem overwhelming, or too much work.</p><p></p><p>I prefer a system with built in rewards for doing some time investment. Not everyone else will. I will say when I watch my players uncover some awesome mechanic combo, or special ability or spell combination it is quite rewarding for me to see. That said, it comes down to personal preference and playing style mixed with the motivations of your players. I do feel, skill heavy system or not, players will return when you are doing something right.</p></blockquote><p></p>
[QUOTE="1QD, post: 9757322, member: 7053892"] I am not sureI agree with the position a handful of laser sharp rules that handle everything is the best approach. I mean, I would like a system that gives me a wide variety, especially considering if everyone on my team can make the attempt, then what is the point of having a team? Like being able to build your characters with a variety of skills that seperates them apart helps build unique identity. When I run a game, I encourage my players to work as a team even when picking skills. Since teaching is a skill, it makes more sense for everyone to spread out and get something unique to add to the party and then teach each other later on. This is especially true when learning spells. Most people do not have a portable library in thier back pocket, and you need libraries, often, for spell research. Additionally I want a system of rules that handles the majority of my GM/Player needs, with room for interpretation. The dice roll interpretation is especially useful because it allows the roll to always reflect how well, or not they have done, and this system in return, is easily recognizable to a player. This rule in particular is diverse in its expression because it can be applied not only to skills, but to avoids, encounters and especially treasure, (treasure perhaps being the most obvious). I would herald a game with a wide amount of choice, for both character uniquesness and variety of tactics used throughout the gaming experience. To some there might be too many spells, but having lots of choice adds flavour and demonstrates to players that there are many ways to play the game. In Dnd 2nd Ed, for what I remember of it all 12th lvl fighters were very much the same. While other systems, I may or may have not designed personally, could have 3 warriors with very much different focus dependant on choice of skills and the warriors abilities themself in the same campaign at the same time. The only flaw I can see with such a system is less a flaw and more of a personal approach. Notably play styles and player type. I think it safe to say there are players who like the deep delve, and there are players who don't and there are players who want to spend as little time reading and learning as possible. While I am not privy to as the motivations of the latter I can hazard a guess or two. Time constraints and just the challenge of meeting all at once are two that come to mind. For these people they are eager to play and be done, or to play and run. Variety may seem overwhelming, or too much work. I prefer a system with built in rewards for doing some time investment. Not everyone else will. I will say when I watch my players uncover some awesome mechanic combo, or special ability or spell combination it is quite rewarding for me to see. That said, it comes down to personal preference and playing style mixed with the motivations of your players. I do feel, skill heavy system or not, players will return when you are doing something right. [/QUOTE]
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