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<blockquote data-quote="Psion" data-source="post: 4970710" data-attributes="member: 172"><p>I see. We do seem to be on a very different wavelength here. What you call <em>good</em> PLAY BALANCE, I call <em>bad</em> PLAY BALANCE. FC gives you several arenas in which players can strut their stuff, but no player is strictly excluded from all arenas.</p><p></p><p>For example, you call most of the classes <em>skill monkeys</em>, but if you take a look at the combat actions available, you should quickly come to understand that does not exclude them from being meaningful in combat; many maneuvers link directly to skills. Your burglar can trip; your courtier can intimidate or distract, etc.</p><p></p><p>And on the other hand, even the least skillful classes still get a base of 4 sp/level and access to two origin skills of their choice in order to choose how they want to participate outside of combat. So I have to deal with less instances of the yawning fighter player outside of combat.</p><p></p><p>YMMV, but I consider this to be a far superior solution to "balancing around combat and all other balancing consideration is secondary", which to me leads to bland gaming and bored fighters when non-combat time arrives.</p><p></p><p>If you want a campaign in which you know that combat will be primary, it seems the thing to do is have the players all take classes with the Combatant role.</p><p></p><p></p><p></p><p>Here's the hide crit results text from sneak:</p><p style="margin-left: 20px">With a critical success, the character fades completely into</p> <p style="margin-left: 20px">the background — the error ranges of Notice and Search checks</p> <p style="margin-left: 20px">to detect him increase by 2 per action die spent. With a critical</p> <p style="margin-left: 20px">failure, every observer who might notice the character does</p> <p style="margin-left: 20px">— likely at an inopportune moment — and the character may</p> <p style="margin-left: 20px">not escape detection again until he moves out of the observer’s</p> <p style="margin-left: 20px">sight and earshot.</p><p></p><p>If that's what you are referring to, I'm having a problem relating to your objection. It doesn't give the player the scene on a silver platter, but it does make it easier for him to do the job. (shrug)</p><p></p><p></p><p></p><p>*taps on his hard copy* Already is. <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 really don't have much more to add regarding the skill crits/fumble discussion other than to say look at some of the other examples.</p></blockquote><p></p>
[QUOTE="Psion, post: 4970710, member: 172"] I see. We do seem to be on a very different wavelength here. What you call [I]good[/I] PLAY BALANCE, I call [I]bad[/I] PLAY BALANCE. FC gives you several arenas in which players can strut their stuff, but no player is strictly excluded from all arenas. For example, you call most of the classes [I]skill monkeys[/I], but if you take a look at the combat actions available, you should quickly come to understand that does not exclude them from being meaningful in combat; many maneuvers link directly to skills. Your burglar can trip; your courtier can intimidate or distract, etc. And on the other hand, even the least skillful classes still get a base of 4 sp/level and access to two origin skills of their choice in order to choose how they want to participate outside of combat. So I have to deal with less instances of the yawning fighter player outside of combat. YMMV, but I consider this to be a far superior solution to "balancing around combat and all other balancing consideration is secondary", which to me leads to bland gaming and bored fighters when non-combat time arrives. If you want a campaign in which you know that combat will be primary, it seems the thing to do is have the players all take classes with the Combatant role. Here's the hide crit results text from sneak: [INDENT]With a critical success, the character fades completely into the background — the error ranges of Notice and Search checks to detect him increase by 2 per action die spent. With a critical failure, every observer who might notice the character does — likely at an inopportune moment — and the character may not escape detection again until he moves out of the observer’s sight and earshot.[/INDENT] If that's what you are referring to, I'm having a problem relating to your objection. It doesn't give the player the scene on a silver platter, but it does make it easier for him to do the job. (shrug) *taps on his hard copy* Already is. ;) I really don't have much more to add regarding the skill crits/fumble discussion other than to say look at some of the other examples. [/QUOTE]
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