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<blockquote data-quote="pemerton" data-source="post: 8406009" data-attributes="member: 42582"><p>One thing that Dungeon World, Prince Valiant and (sometimes, depending which subsystem is being used) Burning Wheel have in common is the use of a single check to determine the clash of arms (and related matters). In DW, for instance, whether damage is suffered by a PC or not will depend on whether the GM chooses to <em>deal damage </em>as a move, which will typically be consequent on a player's throw to <em>defy danger </em>or to <em>hack & slash</em>. In Prince Valiant, resolution is typically via opposed checks.</p><p></p><p>Part of what causes the issue that [USER=6795602]@FrogReaver[/USER] has diagnosed is that the clash of arms is resolved via a series of semi-independent mechanical processes, anchored around the actions of the various participants in the fight. In terms of game design, this is a legacy of wargaming/boardgaming - where having those semi-independent mechanical processes is a key part of the play experience, and is where players get to show off their mechanical mastery of the game.</p><p></p><p>The games where this issue is avoided tend to be those that have moved further away from the wargaming paradigm. One consequence of this is that they may be less satisfying to RPGers who enjoy the wargame/boardgame aspect of play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8406009, member: 42582"] One thing that Dungeon World, Prince Valiant and (sometimes, depending which subsystem is being used) Burning Wheel have in common is the use of a single check to determine the clash of arms (and related matters). In DW, for instance, whether damage is suffered by a PC or not will depend on whether the GM chooses to [I]deal damage [/I]as a move, which will typically be consequent on a player's throw to [I]defy danger [/I]or to [I]hack & slash[/I]. In Prince Valiant, resolution is typically via opposed checks. Part of what causes the issue that [USER=6795602]@FrogReaver[/USER] has diagnosed is that the clash of arms is resolved via a series of semi-independent mechanical processes, anchored around the actions of the various participants in the fight. In terms of game design, this is a legacy of wargaming/boardgaming - where having those semi-independent mechanical processes is a key part of the play experience, and is where players get to show off their mechanical mastery of the game. The games where this issue is avoided tend to be those that have moved further away from the wargaming paradigm. One consequence of this is that they may be less satisfying to RPGers who enjoy the wargame/boardgame aspect of play. [/QUOTE]
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