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<blockquote data-quote="slygeek" data-source="post: 7708085" data-attributes="member: 100241"><p>I think you are missing the point.</p><p></p><p>Doom is just a resource that the players can use when they need a bit of extra luck (think of action points or fate points). The GM can then use those spent resources in order to have "unfortunate" things affect the players. So players can have a little extra luck but at a cost.</p><p></p><p>In fact, its easier to keep track of then Hit Points. Which may I point out is a meta-gaming tool that ALL RPGs use. So why draw the line at Hit Points? Why not have tools that help encourage the Players and GM to add to the story?</p><p></p><p>Tools like Inspiration from D&D 5E come to mind.</p><p></p><p>Personally I really feel you should try to broaden your horizons and at least give it a try.</p><p></p><p></p><p>As for Momentum, that is sort of an advanced "degree of success / critical"mechanic which allows you to do more with your attack in a turn. Again, easy to calculate and helps encourage players to do more with their attacks then the standard "I attack and do X damage"</p><p></p><p></p><p>In a perfect world, only experienced GMs and Players with incredible sense of roleplaying play RPGS, and don't need tools to help spice up their games. But this isn't a perfect world, and that's why games nowadays are in desperate need of tools like these to make the game more vivid and fun.</p><p></p><p>I understand why you don't like tools that <em>infringe </em>on Roleplaying/Story-telling territory. But I also feel like you aren't really giving it a fair chance.</p></blockquote><p></p>
[QUOTE="slygeek, post: 7708085, member: 100241"] I think you are missing the point. Doom is just a resource that the players can use when they need a bit of extra luck (think of action points or fate points). The GM can then use those spent resources in order to have "unfortunate" things affect the players. So players can have a little extra luck but at a cost. In fact, its easier to keep track of then Hit Points. Which may I point out is a meta-gaming tool that ALL RPGs use. So why draw the line at Hit Points? Why not have tools that help encourage the Players and GM to add to the story? Tools like Inspiration from D&D 5E come to mind. Personally I really feel you should try to broaden your horizons and at least give it a try. As for Momentum, that is sort of an advanced "degree of success / critical"mechanic which allows you to do more with your attack in a turn. Again, easy to calculate and helps encourage players to do more with their attacks then the standard "I attack and do X damage" In a perfect world, only experienced GMs and Players with incredible sense of roleplaying play RPGS, and don't need tools to help spice up their games. But this isn't a perfect world, and that's why games nowadays are in desperate need of tools like these to make the game more vivid and fun. I understand why you don't like tools that [I]infringe [/I]on Roleplaying/Story-telling territory. But I also feel like you aren't really giving it a fair chance. [/QUOTE]
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