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<blockquote data-quote="aramis erak" data-source="post: 9610040" data-attributes="member: 6779310"><p>I think you're missing out on a good chunk of the player facing rulesets...</p><p>because those are not true of most of the player-facing rulesets I've used.</p><ul> <li data-xf-list-type="ul">DL5A is VERY traditional, aside from player-facing and card driven. Combat rounds, initiative...</li> <li data-xf-list-type="ul">BTVS (and other Cinematic Unisystem games) is just Unisystem with the would-have-been-GM's-rolls replacing the 1d10 with a flat 6, and damages be flat+margin. lots of combat moves to pick from (6-8 for NPCs, up to 15 for PCs)</li> <li data-xf-list-type="ul">Better Games' games' - use a mix. Combat is still many rounds, but many non-combat obstacles are one roll per scene.</li> <li data-xf-list-type="ul">Talisman Adventures isn't strictly player facing, as the GM rolls damage, but again, it's got combat rounds rather than one roll-resolution of a conflict scene.</li> </ul><p>Roll to resolve scene, player facing, lack of DCs, is accurate for most of the AWE/PBTA space. The one game I've run in that space is a fringe one, neither player facing nor scene resolution (Sentinel Comics)...</p><p></p><p></p><p>Complexity of resolution and player-facing are not actually all that tightly linked. It just looks that way because the most popular player facing game system is used in literally hundreds of games, and several spinoffs with different dice mechanics still use light rules, no GM rolls, and GMs don't do the same things as in trad games.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9610040, member: 6779310"] I think you're missing out on a good chunk of the player facing rulesets... because those are not true of most of the player-facing rulesets I've used. [LIST] [*]DL5A is VERY traditional, aside from player-facing and card driven. Combat rounds, initiative... [*]BTVS (and other Cinematic Unisystem games) is just Unisystem with the would-have-been-GM's-rolls replacing the 1d10 with a flat 6, and damages be flat+margin. lots of combat moves to pick from (6-8 for NPCs, up to 15 for PCs) [*]Better Games' games' - use a mix. Combat is still many rounds, but many non-combat obstacles are one roll per scene. [*]Talisman Adventures isn't strictly player facing, as the GM rolls damage, but again, it's got combat rounds rather than one roll-resolution of a conflict scene. [/LIST] Roll to resolve scene, player facing, lack of DCs, is accurate for most of the AWE/PBTA space. The one game I've run in that space is a fringe one, neither player facing nor scene resolution (Sentinel Comics)... Complexity of resolution and player-facing are not actually all that tightly linked. It just looks that way because the most popular player facing game system is used in literally hundreds of games, and several spinoffs with different dice mechanics still use light rules, no GM rolls, and GMs don't do the same things as in trad games. [/QUOTE]
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