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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2423668" data-attributes="member: 2810"><p>Hmmm....</p><p></p><p>Both? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Personally, I'm fine with either (I've not seen Black Company, so I'm assuming I know what you mean). The advantage of A is flexibility and consistency. The only thing that worries me is that it's more work for the DM to keep the system in check. The interactions with various other elements (talents, feats, etc) make DCs hard to gauge, especially at higher levels. With B, its a little closer to standard and probably a little easier for the DM to plug and chug.</p><p></p><p>A lot of the questions that come up here on GT deal with how to tweak magic to fit the desired level in the DMs campaign. The flexibility -- what spells to allow, spell burn options, etc -- can be a bit daunting to someone looking to move in the g&g direction. Throwing a skill based system in the mix might make it hard to judge exactly how 'low magic' your campaign is going to end up. </p><p></p><p>With discreet spell levels, it's a bit easier to add and subtract to get the feel your looking for. It's also more familiar to people coming from stock D&D, which is a plus. I thought the AU/E system was a nice adjustment to the standard system. It added some choices for the player (and I'm much more interested in 'choices' than 'options') without it becoming overwhelming and turning the caster's turn into a 10-minute calculation. (By which I mean the player tries to fine tune things to the nth degreee, not that I think the mechanics will be cumbersome).</p><p></p><p>I'm hoping the 'skull system' will make a return. It would be nice (whichever system you go with) to be able to adapt it to varying situations.</p><p></p><p>Hope that make sense...I've not had coffee yet, and I just got a call to go fix a client's server. I'll ramble more later....this is a product I have a great deal of interest in.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2423668, member: 2810"] Hmmm.... Both? :p Personally, I'm fine with either (I've not seen Black Company, so I'm assuming I know what you mean). The advantage of A is flexibility and consistency. The only thing that worries me is that it's more work for the DM to keep the system in check. The interactions with various other elements (talents, feats, etc) make DCs hard to gauge, especially at higher levels. With B, its a little closer to standard and probably a little easier for the DM to plug and chug. A lot of the questions that come up here on GT deal with how to tweak magic to fit the desired level in the DMs campaign. The flexibility -- what spells to allow, spell burn options, etc -- can be a bit daunting to someone looking to move in the g&g direction. Throwing a skill based system in the mix might make it hard to judge exactly how 'low magic' your campaign is going to end up. With discreet spell levels, it's a bit easier to add and subtract to get the feel your looking for. It's also more familiar to people coming from stock D&D, which is a plus. I thought the AU/E system was a nice adjustment to the standard system. It added some choices for the player (and I'm much more interested in 'choices' than 'options') without it becoming overwhelming and turning the caster's turn into a 10-minute calculation. (By which I mean the player tries to fine tune things to the nth degreee, not that I think the mechanics will be cumbersome). I'm hoping the 'skull system' will make a return. It would be nice (whichever system you go with) to be able to adapt it to varying situations. Hope that make sense...I've not had coffee yet, and I just got a call to go fix a client's server. I'll ramble more later....this is a product I have a great deal of interest in. [/QUOTE]
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