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<blockquote data-quote="Ultimatecalibur" data-source="post: 6041996" data-attributes="member: 59539"><p>Combat in a nut shell is a challenge that requires one party get X successes(hits) before the other party gets Y successes(hits). Damage and hitpoints are a way of granularly measuring those successes so that not all of them are equal. The tactical dept of combat is determined more by the wide variety of viable actions available to participants than the variation in number and difficulty of the successes needed.</p><p></p><p></p><p></p><p>Does making a basic attack cost resources such as hp in combat? If not why should making a climb check cost some resource? </p><p></p><p></p><p></p><p>These resource points you are describing are a factor that would limit exploration more than it would increase the dept of the system.</p><p></p><p>Things that would actually increase dept of a skill based exploration system:</p><ul> <li data-xf-list-type="ul">Limited abilities that allow rerolls. </li> <li data-xf-list-type="ul">Limited abilities that grant automatic successes of a certain level. (The Knock spell in the recent playtest packet is a good example)</li> <li data-xf-list-type="ul">Granulated success levels.</li> <li data-xf-list-type="ul">Abilities that give bonuses to checks. (The Mighty Exertion and Skill Mastery maneuvers are good examples of this) </li> <li data-xf-list-type="ul">Limited abilities that allow one character to roll in place of another.</li> </ul></blockquote><p></p>
[QUOTE="Ultimatecalibur, post: 6041996, member: 59539"] Combat in a nut shell is a challenge that requires one party get X successes(hits) before the other party gets Y successes(hits). Damage and hitpoints are a way of granularly measuring those successes so that not all of them are equal. The tactical dept of combat is determined more by the wide variety of viable actions available to participants than the variation in number and difficulty of the successes needed. Does making a basic attack cost resources such as hp in combat? If not why should making a climb check cost some resource? These resource points you are describing are a factor that would limit exploration more than it would increase the dept of the system. Things that would actually increase dept of a skill based exploration system: [LIST] [*]Limited abilities that allow rerolls. [*]Limited abilities that grant automatic successes of a certain level. (The Knock spell in the recent playtest packet is a good example) [*]Granulated success levels. [*]Abilities that give bonuses to checks. (The Mighty Exertion and Skill Mastery maneuvers are good examples of this) [*]Limited abilities that allow one character to roll in place of another. [/LIST] [/QUOTE]
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