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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="sheadunne" data-source="post: 6245654" data-attributes="member: 27570"><p>It's the way I've been leaning toward skills for a little while now. The separation of knowledge and action skills in 3x bugs me. 4e was on the right track, but skills still feel like a separate entity from the rest of the system, probably because it was developed after combat and hasn't ever been fully integrated into the system. I agree with you and [MENTION=6696971]Manbearcat[/MENTION] that the Heal skill (in any edition) is weak and needs something . . . what that is I don't know.</p><p></p><p></p><p></p><p>I seem to have the same limitation because I haven't found anyway yet either.</p><p></p><p></p><p></p><p>I'd like to try Burning Wheel at some point. It does seem to focus more on character development and I would be interested to see how imbalance of characters comes together in a game. </p><p></p><p></p><p></p><p>The escalation die is something, while not having read it directly, seems like a great idea, even if it's only implemented during slow or non-productive scenes. I currently use a complication die that allows the player to raise the stakes in return for a greater chance of success. The active player chooses another player at the table to roll a second d20. The active player can use either die result. If the complication die result is equal to or higher than the active player's die, whether or not a success as occurred, a complication has happened, which is chosen by the player rolling the complication die. The complication is limited to anything that can be recovered from with a move action. For instance, if a player is making an attack roll against an ogre and decides he really wants to hit the ogre, he nominates another player at the table to roll a second die. If that die is higher than his own, regardless of success, a complication has happened. On an success, this could be something like his sword getting stuck in the ogres bones and requires a move action to remove. If a failure has happened, maybe the attacker drops his weapon or slips on the ground during the attack. I've been enjoying it and my players seem to enjoy it (it's entirely in the players hands whether to use it or not). It's completely optional by the player but can make for some interesting scenes. Mechanically speaking it's the equivalent of a +5 on the D20 roll in exchange for a move action. It's still in development but I like both the optional use by the players and the resolution being in the hands of the players.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6245654, member: 27570"] It's the way I've been leaning toward skills for a little while now. The separation of knowledge and action skills in 3x bugs me. 4e was on the right track, but skills still feel like a separate entity from the rest of the system, probably because it was developed after combat and hasn't ever been fully integrated into the system. I agree with you and [MENTION=6696971]Manbearcat[/MENTION] that the Heal skill (in any edition) is weak and needs something . . . what that is I don't know. I seem to have the same limitation because I haven't found anyway yet either. I'd like to try Burning Wheel at some point. It does seem to focus more on character development and I would be interested to see how imbalance of characters comes together in a game. The escalation die is something, while not having read it directly, seems like a great idea, even if it's only implemented during slow or non-productive scenes. I currently use a complication die that allows the player to raise the stakes in return for a greater chance of success. The active player chooses another player at the table to roll a second d20. The active player can use either die result. If the complication die result is equal to or higher than the active player's die, whether or not a success as occurred, a complication has happened, which is chosen by the player rolling the complication die. The complication is limited to anything that can be recovered from with a move action. For instance, if a player is making an attack roll against an ogre and decides he really wants to hit the ogre, he nominates another player at the table to roll a second die. If that die is higher than his own, regardless of success, a complication has happened. On an success, this could be something like his sword getting stuck in the ogres bones and requires a move action to remove. If a failure has happened, maybe the attacker drops his weapon or slips on the ground during the attack. I've been enjoying it and my players seem to enjoy it (it's entirely in the players hands whether to use it or not). It's completely optional by the player but can make for some interesting scenes. Mechanically speaking it's the equivalent of a +5 on the D20 roll in exchange for a move action. It's still in development but I like both the optional use by the players and the resolution being in the hands of the players. [/QUOTE]
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