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General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="dave2008" data-source="post: 8266293" data-attributes="member: 83242"><p>Thank you for the detailed response!</p><p></p><p>Interesting. What is the difference in the granularity between Stress and Consequences, if there is one. Is it possible to improve one or both? If so, how much?</p><p></p><p>Skills and stunts sound interesting, Aspects less so, but I get it.</p><p></p><p>I can get behind that.</p><p></p><p>OK, I knew I didn't like the sound of Aspects. Not really my style, but I am sure it works for some. Interestingly it is very similar to a mechanic I am developing called Authority (and similar to other Hero Point mechanics). It is for an Immortals 5e game. This type of mechanic makes sense for god to me, not so much for mortals. But we all like different things.</p><p></p><p>I like the golden rule, but not the example provided. Is that an actual rule or just an example you made up? I mean I can think of many ways to injury a armored person with my bare hands. I assume this doesn't apply to creatures with claws, teeth, and such.</p><p></p><p>Personally not a fan of such mechanics, but it seems easily hackable<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'm not following this, but I am sure it would make sense if I really knew the rules!</p><p></p><p> We have very simple armor with DR rules (AC still applies) that work well for us (and can even benefit the fighter). But we also have simple rules for spike damage (just trade extra attack for extra damage)!</p><p></p><p></p><p>Well that is your definition. For me it would be closer too: how quickly can we make the game more fun for our group.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8266293, member: 83242"] Thank you for the detailed response! Interesting. What is the difference in the granularity between Stress and Consequences, if there is one. Is it possible to improve one or both? If so, how much? Skills and stunts sound interesting, Aspects less so, but I get it. I can get behind that. OK, I knew I didn't like the sound of Aspects. Not really my style, but I am sure it works for some. Interestingly it is very similar to a mechanic I am developing called Authority (and similar to other Hero Point mechanics). It is for an Immortals 5e game. This type of mechanic makes sense for god to me, not so much for mortals. But we all like different things. I like the golden rule, but not the example provided. Is that an actual rule or just an example you made up? I mean I can think of many ways to injury a armored person with my bare hands. I assume this doesn't apply to creatures with claws, teeth, and such. Personally not a fan of such mechanics, but it seems easily hackable;) I'm not following this, but I am sure it would make sense if I really knew the rules! We have very simple armor with DR rules (AC still applies) that work well for us (and can even benefit the fighter). But we also have simple rules for spike damage (just trade extra attack for extra damage)! Well that is your definition. For me it would be closer too: how quickly can we make the game more fun for our group. [/QUOTE]
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