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<blockquote data-quote="AbdulAlhazred" data-source="post: 7322089" data-attributes="member: 82106"><p>Yeah, I understand the temptation. I just feel like its a pathway to 'rules heavy' kind of. Beyond that, the REAL beauty of the SC system is just that it applies to anything. I mean, sure, not everything makes a really GOOD SC stood alone, but I don't think most of those kinds of things make a good ANYTHING mechanical. That is to say, if a situation is just 'plod onward doing the same thing 100x' is that even CONFLICT? I mean, why not reduce that to one check? Now you can put it in the greater context of a larger challenge. So, once you think that way, then challenges are operating on various tactical, operational, maybe even strategic levels if you want. </p><p></p><p>So, your examples are good examples of why HP as a currency is awesome, and downplaying 'conditions' or 'effects' such that they become what the guy calls 'geography' or 'situation' is a great thing in combat. I think having markers for situation within other challenges CAN be a good thing too, but a lot of times it would seem like HP or 'SP' is also pretty arbitrary. I don't feel as wedded to damage rolls as perhaps some people do either. </p><p></p><p>In the few cases where combat is a small element of a challenge, I don't see a problem with just saying at the end of the fight "OK, you got a success/failure" depending on the general outcome. If the bad guy manages to run away, well that's a failure he raised the alarm. If you ganked him right off, well that's a success. It isn't like this is some huge extra bookkeeping that IMHO warrants using a HP scaled currency. In fact I'd be more tempted to rework things so that HP was scaled more to SC success/fail and HS, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7322089, member: 82106"] Yeah, I understand the temptation. I just feel like its a pathway to 'rules heavy' kind of. Beyond that, the REAL beauty of the SC system is just that it applies to anything. I mean, sure, not everything makes a really GOOD SC stood alone, but I don't think most of those kinds of things make a good ANYTHING mechanical. That is to say, if a situation is just 'plod onward doing the same thing 100x' is that even CONFLICT? I mean, why not reduce that to one check? Now you can put it in the greater context of a larger challenge. So, once you think that way, then challenges are operating on various tactical, operational, maybe even strategic levels if you want. So, your examples are good examples of why HP as a currency is awesome, and downplaying 'conditions' or 'effects' such that they become what the guy calls 'geography' or 'situation' is a great thing in combat. I think having markers for situation within other challenges CAN be a good thing too, but a lot of times it would seem like HP or 'SP' is also pretty arbitrary. I don't feel as wedded to damage rolls as perhaps some people do either. In the few cases where combat is a small element of a challenge, I don't see a problem with just saying at the end of the fight "OK, you got a success/failure" depending on the general outcome. If the bad guy manages to run away, well that's a failure he raised the alarm. If you ganked him right off, well that's a success. It isn't like this is some huge extra bookkeeping that IMHO warrants using a HP scaled currency. In fact I'd be more tempted to rework things so that HP was scaled more to SC success/fail and HS, lol. [/QUOTE]
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