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How flexible are you as player and as a GM?
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<blockquote data-quote="niklinna" data-source="post: 8961872" data-attributes="member: 71235"><p>Torchbearer 2 features a system whereby you track your successes and failures for every skill. Once you have enough of both, you bump the skill up a point. It's a fair bit of record-keeping, but the character sheet makes it easy enough. Some games use only successes, others use only failures. I actually like that approach, but it's prone to a variety of problems, which Torchbearer 2 mitigates in its own particular ways: Players are motivated to use their skills just in hopes of raising them, and the progression curves get wonky, to start. In Torchbearer 2, just using a skill is very costly, so spamming isn't an issue there, but there are obvious cheats in the progression system that allow a player to rank up their "untrained" skills.</p><p></p><p>Blades in the Dark, by contrast, has a system in which you mark XP for a given related family of skills when you make a test under desperate conditions (a formal aspect of the "skill" system in which consequences for failure are more severe). You also get freely-assignable XP for role-playing your character, and can spend downtime to train. This system can also be abused (in the sense anything can truly be abused in a game where everybody has some say on things), but I like the general idea of it.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8961872, member: 71235"] Torchbearer 2 features a system whereby you track your successes and failures for every skill. Once you have enough of both, you bump the skill up a point. It's a fair bit of record-keeping, but the character sheet makes it easy enough. Some games use only successes, others use only failures. I actually like that approach, but it's prone to a variety of problems, which Torchbearer 2 mitigates in its own particular ways: Players are motivated to use their skills just in hopes of raising them, and the progression curves get wonky, to start. In Torchbearer 2, just using a skill is very costly, so spamming isn't an issue there, but there are obvious cheats in the progression system that allow a player to rank up their "untrained" skills. Blades in the Dark, by contrast, has a system in which you mark XP for a given related family of skills when you make a test under desperate conditions (a formal aspect of the "skill" system in which consequences for failure are more severe). You also get freely-assignable XP for role-playing your character, and can spend downtime to train. This system can also be abused (in the sense anything can truly be abused in a game where everybody has some say on things), but I like the general idea of it. [/QUOTE]
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