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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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<blockquote data-quote="AngryMojo" data-source="post: 4759864" data-attributes="member: 83096"><p>I completely agree with you. If you examine how other RPGs handle the out-of-combat mechanics, you see a very good example of how they do it.</p><p></p><p>Short answer is they don't.</p><p></p><p>As White Wolf has advanced World of Darkness, the total number of skills and out of combat mechanics has decreased. The most they do is give you a couple of out-of-combat advantages, like mentors or contacts, and allow you to take personality flaws, like being untrusting or having a big mouth. If they wanted to implement things like this for D&D, it would be fine, so much as the advantages you gain don't actually influence die rolls. That's where so many RPGs have gotten roleplaying mechanics wrong, they make them influence die rolls, when if you're rolling a lot of dice you're by definition not roleplaying.</p></blockquote><p></p>
[QUOTE="AngryMojo, post: 4759864, member: 83096"] I completely agree with you. If you examine how other RPGs handle the out-of-combat mechanics, you see a very good example of how they do it. Short answer is they don't. As White Wolf has advanced World of Darkness, the total number of skills and out of combat mechanics has decreased. The most they do is give you a couple of out-of-combat advantages, like mentors or contacts, and allow you to take personality flaws, like being untrusting or having a big mouth. If they wanted to implement things like this for D&D, it would be fine, so much as the advantages you gain don't actually influence die rolls. That's where so many RPGs have gotten roleplaying mechanics wrong, they make them influence die rolls, when if you're rolling a lot of dice you're by definition not roleplaying. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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