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General Tabletop Discussion
*TTRPGs General
Distinct Game Modes: Combat vs Social vs Exploration etc...
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<blockquote data-quote="doctorbadwolf" data-source="post: 9851702" data-attributes="member: 6704184"><p>For my game, Crossroads, I do a mix. Resources are universal, and rather than combat i use Conflict mechanics, which are basically the same whether it is physical or social, lethal or nonlethal, etc. A fight, a football game, a negotiation, all use initiative, stances, rounds, and phases.</p><p></p><p>Hell mass combat or political manubering at scale use the conflict structure.</p><p></p><p>And investigation, research, preparation for conflict, enviromental challenges, etc, all use Challenge rules while dont use init or stances but do use rounds and phases optionally. </p><p></p><p>Any scene can be dealt with as a simple challenge, which is looser and uses just skill checks and "you cannot use a spent action again until all pcs have used theirs or passed." But that is for stuff that is more in between scenes.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9851702, member: 6704184"] For my game, Crossroads, I do a mix. Resources are universal, and rather than combat i use Conflict mechanics, which are basically the same whether it is physical or social, lethal or nonlethal, etc. A fight, a football game, a negotiation, all use initiative, stances, rounds, and phases. Hell mass combat or political manubering at scale use the conflict structure. And investigation, research, preparation for conflict, enviromental challenges, etc, all use Challenge rules while dont use init or stances but do use rounds and phases optionally. Any scene can be dealt with as a simple challenge, which is looser and uses just skill checks and "you cannot use a spent action again until all pcs have used theirs or passed." But that is for stuff that is more in between scenes. [/QUOTE]
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