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[Homebrew] Cards > dice
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<blockquote data-quote="Retros_x" data-source="post: 9761493" data-attributes="member: 7033171"><p>Why would modifier be removed too? I thought we are talking about removing only the dice part of conflict resolution, but now you want to remove modifier too?</p><p></p><p>That is indeed a pretty cool idea - for a game where we have both a roll for attack and defense. I tend to not like these games in general, so its not a plus for me. But for those games a cool idea indeed.</p><p></p><p>What I mean is that the game is less "what would my character do" and more "Ah finally my barbarian can be eloquent with that 20 I drew" or "I will not cast a spell right now, even if the situation is dire - but I only have low cards". For me the focus switches too much on the meta and game. But I think we just have different preferences in TTRPGs here. I prefer rules light systems where the focus is on the narrative and the roleplay. Introducing more gameplay complexity that pulls away from focusing on "in-narrative decision making" and more into "gameplay decision making" is nothing for me and everybody who consideres this homebrew needs to be aware of this impact.</p></blockquote><p></p>
[QUOTE="Retros_x, post: 9761493, member: 7033171"] Why would modifier be removed too? I thought we are talking about removing only the dice part of conflict resolution, but now you want to remove modifier too? That is indeed a pretty cool idea - for a game where we have both a roll for attack and defense. I tend to not like these games in general, so its not a plus for me. But for those games a cool idea indeed. What I mean is that the game is less "what would my character do" and more "Ah finally my barbarian can be eloquent with that 20 I drew" or "I will not cast a spell right now, even if the situation is dire - but I only have low cards". For me the focus switches too much on the meta and game. But I think we just have different preferences in TTRPGs here. I prefer rules light systems where the focus is on the narrative and the roleplay. Introducing more gameplay complexity that pulls away from focusing on "in-narrative decision making" and more into "gameplay decision making" is nothing for me and everybody who consideres this homebrew needs to be aware of this impact. [/QUOTE]
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