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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="EditorBFG" data-source="post: 3652024" data-attributes="member: 24719"><p>By randomness, do you mean the die rolls for damage? Or do you mean that the stats for weapons seem to have been assigned randomly, as in arbitrarily? I don't understand. Maybe they are not needed-- heck, you could run the game with every weapon doing a d6 and not even use crits-- but what is wrong with an 18-20 crit range or a x4 multiplier? Do they affect the game negatively in some way?I don't quite follow this part. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> What new weapons would you like to add?Would you be adverse to using the Grim Tales weapon generation rules as a base, then including the Grim Tales example list AND the rules for creating your own weapons? Because then I feel we put the choices for the settings weapons more directly in the hands of the GM, which is good. I would be open to having fewer weapons if we included rules for creating more.Is increased realism a goal of this project? Because if so, Saga is a bad starting point for that, I think. <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=";)" /> Not to dismiss your argument on that grounds, but the philosophy behind Saga was clearly making the game more cinematic rather than more realistic.</p><p></p><p>What seems strange to me is, that those of us who are arguing for Weapon Groups seem want to use them <em>in place </em>of the current (simple, martial, exotic) categories, when in fact they are not designed to be mutually exclusive. Per <em>Unearthed Arcana</em>: It seems to me like there is no reason to eliminate the old categories when we adopt Weapon Groups, and in fact in some ways that is counter to the authors' original intent. Why take one new variant system designed to increase PC capabilities, and implement them in a way that decreases PC capabilities? This makes no sense to me.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 3652024, member: 24719"] By randomness, do you mean the die rolls for damage? Or do you mean that the stats for weapons seem to have been assigned randomly, as in arbitrarily? I don't understand. Maybe they are not needed-- heck, you could run the game with every weapon doing a d6 and not even use crits-- but what is wrong with an 18-20 crit range or a x4 multiplier? Do they affect the game negatively in some way?I don't quite follow this part. :) What new weapons would you like to add?Would you be adverse to using the Grim Tales weapon generation rules as a base, then including the Grim Tales example list AND the rules for creating your own weapons? Because then I feel we put the choices for the settings weapons more directly in the hands of the GM, which is good. I would be open to having fewer weapons if we included rules for creating more.Is increased realism a goal of this project? Because if so, Saga is a bad starting point for that, I think. ;) Not to dismiss your argument on that grounds, but the philosophy behind Saga was clearly making the game more cinematic rather than more realistic. What seems strange to me is, that those of us who are arguing for Weapon Groups seem want to use them [I]in place [/I]of the current (simple, martial, exotic) categories, when in fact they are not designed to be mutually exclusive. Per [I]Unearthed Arcana[/I]: It seems to me like there is no reason to eliminate the old categories when we adopt Weapon Groups, and in fact in some ways that is counter to the authors' original intent. Why take one new variant system designed to increase PC capabilities, and implement them in a way that decreases PC capabilities? This makes no sense to me. [/QUOTE]
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