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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="Sadrik" data-source="post: 4759938" data-attributes="member: 14506"><p>I am going to go in the disagree catagory, I think the game is very combat centric although I will take a slightly different bent. The shear amount of time it takes to get through combat. In a four hour session I can see doing two level equivelent encounters with a little RP blurbed in the middle. The book says that each level equivelent encounter takes about 1 hour so you should be able to get 3-4 encounters in over a four hour session - this is false. </p><p></p><p>So how do you fix it? I think the first thing would be to some how shorten combat resolution - it is too lengthy and becomes stagnant. That may be all you need to do on that end.</p><p></p><p>The other end is that you do not have enough "cool" stuff for characters to do outside of combat. Sure you have a handful of skills, some costly rituals and a couple of utility powers. This is pared down to the bone from 3e. Beef this up a bit with, things like ancestors, background advantages, more utility powers that have an effect outside combat and rewriting the ritual rules to lessen the costs.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4759938, member: 14506"] I am going to go in the disagree catagory, I think the game is very combat centric although I will take a slightly different bent. The shear amount of time it takes to get through combat. In a four hour session I can see doing two level equivelent encounters with a little RP blurbed in the middle. The book says that each level equivelent encounter takes about 1 hour so you should be able to get 3-4 encounters in over a four hour session - this is false. So how do you fix it? I think the first thing would be to some how shorten combat resolution - it is too lengthy and becomes stagnant. That may be all you need to do on that end. The other end is that you do not have enough "cool" stuff for characters to do outside of combat. Sure you have a handful of skills, some costly rituals and a couple of utility powers. This is pared down to the bone from 3e. Beef this up a bit with, things like ancestors, background advantages, more utility powers that have an effect outside combat and rewriting the ritual rules to lessen the costs. [/QUOTE]
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Forked: GTS - A need for "A robust system that handles things outside of combat"?
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