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<blockquote data-quote="Duke_" data-source="post: 9611480" data-attributes="member: 7051408"><p>A lot of games focused on conflict resolution vs task resolution have single-roll resolution. You can even get it in far more traditional games like Savage Worlds, which has Quick Encounter rules to allow for resolving in a single roll for things you don't want to spend a lot of time on. It's not the "cherry-picked" edge case you're portraying it as.</p><p></p><p>The comparison is there to illustrate a point. My entire point has been that "GM has to spend less time on mechanics and has more time to narrate" is <em>not </em>an inherent benefit of player-facing systems, which is a claim made early and often in these threads. Your first sentence in this reply acknowledges the fact that it's not an inherent benefit. So I'm not sure what you're still arguing about at this point.</p></blockquote><p></p>
[QUOTE="Duke_, post: 9611480, member: 7051408"] A lot of games focused on conflict resolution vs task resolution have single-roll resolution. You can even get it in far more traditional games like Savage Worlds, which has Quick Encounter rules to allow for resolving in a single roll for things you don't want to spend a lot of time on. It's not the "cherry-picked" edge case you're portraying it as. The comparison is there to illustrate a point. My entire point has been that "GM has to spend less time on mechanics and has more time to narrate" is [I]not [/I]an inherent benefit of player-facing systems, which is a claim made early and often in these threads. Your first sentence in this reply acknowledges the fact that it's not an inherent benefit.[I] [/I]So I'm not sure what you're still arguing about at this point.[I][/I] [/QUOTE]
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