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Hey Old One: After Action Report?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 1794091" data-attributes="member: 2810"><p>I guess Old One would have to answer that, but it wasn't a horror oriented game, so maybe he figured it wasn't appropriate. The situation, now that I think back, didn't really offer us a 'retreat and regroup' location, so we probably would have stayed and fought, anyway.</p><p></p><p>Unlike AIM-54, I actually prefer class-oriented systems over classless ones. I've had too many games devolve into a munchkiny min-maxing of perks/drawbacks where no one ever took anything that wasn't considered 'the best'. I really disliked the 'generic classes' when I saw them in D20 Modern (which I continue to dislike), and they were almost enough to make me pass on GT. Fortunately, I'm rational enough to understand that doing a generic grim and gritty rule book kinda required it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I think, though, that if I were to run a GT campaign in a specific setting, I'd twiddle with the classes a bit to make my own (eg an Archeologist that combines levels of Smart with levels of Fast with a couple other things thrown in). (And, damn you, 'Slavelords of Cydonia' has given me this Barsoom vibe that is making me reconsider my quitting DM'ing!)</p><p></p><p>I don't have a beef with Action Points -- I've been using the mechanic since Star Wars d6 in college back in the 80s. I just prefer them to feel a little more 'special'. Plus, as a GM, an abundance of them makes gauging encounters difficult. I've had players hit some bad die rolls in an encounter that was intended to be a warmup, and have them blow all their action points. Then they hit the BBEG and have none, and he ends up being a lot tougher than I intended. If you keep them rare, the players are more likely to save them for life-or-death emergencies.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 1794091, member: 2810"] I guess Old One would have to answer that, but it wasn't a horror oriented game, so maybe he figured it wasn't appropriate. The situation, now that I think back, didn't really offer us a 'retreat and regroup' location, so we probably would have stayed and fought, anyway. Unlike AIM-54, I actually prefer class-oriented systems over classless ones. I've had too many games devolve into a munchkiny min-maxing of perks/drawbacks where no one ever took anything that wasn't considered 'the best'. I really disliked the 'generic classes' when I saw them in D20 Modern (which I continue to dislike), and they were almost enough to make me pass on GT. Fortunately, I'm rational enough to understand that doing a generic grim and gritty rule book kinda required it :D I think, though, that if I were to run a GT campaign in a specific setting, I'd twiddle with the classes a bit to make my own (eg an Archeologist that combines levels of Smart with levels of Fast with a couple other things thrown in). (And, damn you, 'Slavelords of Cydonia' has given me this Barsoom vibe that is making me reconsider my quitting DM'ing!) I don't have a beef with Action Points -- I've been using the mechanic since Star Wars d6 in college back in the 80s. I just prefer them to feel a little more 'special'. Plus, as a GM, an abundance of them makes gauging encounters difficult. I've had players hit some bad die rolls in an encounter that was intended to be a warmup, and have them blow all their action points. Then they hit the BBEG and have none, and he ends up being a lot tougher than I intended. If you keep them rare, the players are more likely to save them for life-or-death emergencies. [/QUOTE]
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