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[Design] Be the best you can be VS. player concept - actions in downtime
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<blockquote data-quote="GMMichael" data-source="post: 7791611" data-attributes="member: 6685730"><p>It's a valid concern, as long as bonuses don't equate with spotlight. I don't give a rat's asset if Conan across the table gets +10 on his combat rolls, as long as I get to be awesome during the basket-weaving scene. And if I don't die during Conan's big fight.</p><p></p><p></p><p>This could go (at least) two different ways. The more complex it gets, the greater the opportunity for min-maxing. Which was my first impression here.</p><p></p><p>The second way is that each option/activity presents a cool, but not significant, benefit. The lack of significance means there's no potential for maxing, and the coolness means players enjoy the addition of more rules to the game.</p><p></p><p>I was thinking you should take the downtime activities in a Fate-aspects direction. They apply in any situation that you can justify, players can pick whatever they want, and their value is useful but limited.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7791611, member: 6685730"] It's a valid concern, as long as bonuses don't equate with spotlight. I don't give a rat's asset if Conan across the table gets +10 on his combat rolls, as long as I get to be awesome during the basket-weaving scene. And if I don't die during Conan's big fight. This could go (at least) two different ways. The more complex it gets, the greater the opportunity for min-maxing. Which was my first impression here. The second way is that each option/activity presents a cool, but not significant, benefit. The lack of significance means there's no potential for maxing, and the coolness means players enjoy the addition of more rules to the game. I was thinking you should take the downtime activities in a Fate-aspects direction. They apply in any situation that you can justify, players can pick whatever they want, and their value is useful but limited. [/QUOTE]
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[Design] Be the best you can be VS. player concept - actions in downtime
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