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<blockquote data-quote="AllPurposeNerd" data-source="post: 6471848" data-attributes="member: 6688469"><p>I didn't. I haven't really touched it in like a year.</p><p></p><p>I did change Perception to Awareness a while ago. There's a lot of things that I just changed the names of so it wasn't so obvious which game I was stealing from. That's why they're called 'special abilities' and not feats.</p><p></p><p></p><p>You still have to get the core mechanics down first. I could be making a Gilmore Girls RPG that's entirely Social-based, I still need to know what happens if Luke falls off the roof.</p><p></p><p></p><p>I did once organize a playtest of an early version of the combat rules, and everybody agreed that rounds rolled by pretty fast, despite the apparent complexity of actions and tasks. These were all players familiar with D&D 3e, 3.5, and 4e, plus a smattering of 2e, Pathfinder, GURPS, and a few others.</p><p></p><p></p><p>It's not redundancy, it's a resource choice. You have 1 upgrade, you can either get a 0.2 on a bunch of skills, an 0.3 on a few skills, or an 0.4 on one skill. It's about focused dedicated practice versus generalized training.</p><p></p><p></p><p>I think I'm good, thanks. It's not that I haven't heard good things, it's just that I don't have the energy.</p><p></p><p>Here's that example sheet I promised: <a href="http://vignette4.wikia.nocookie.net/hundredfold/images/0/02/Charsheet_AntonChigur.jpg/revision/latest?cb=20141217225433" target="_blank">JPG</a></p></blockquote><p></p>
[QUOTE="AllPurposeNerd, post: 6471848, member: 6688469"] I didn't. I haven't really touched it in like a year. I did change Perception to Awareness a while ago. There's a lot of things that I just changed the names of so it wasn't so obvious which game I was stealing from. That's why they're called 'special abilities' and not feats. You still have to get the core mechanics down first. I could be making a Gilmore Girls RPG that's entirely Social-based, I still need to know what happens if Luke falls off the roof. I did once organize a playtest of an early version of the combat rules, and everybody agreed that rounds rolled by pretty fast, despite the apparent complexity of actions and tasks. These were all players familiar with D&D 3e, 3.5, and 4e, plus a smattering of 2e, Pathfinder, GURPS, and a few others. It's not redundancy, it's a resource choice. You have 1 upgrade, you can either get a 0.2 on a bunch of skills, an 0.3 on a few skills, or an 0.4 on one skill. It's about focused dedicated practice versus generalized training. I think I'm good, thanks. It's not that I haven't heard good things, it's just that I don't have the energy. Here's that example sheet I promised: [url=http://vignette4.wikia.nocookie.net/hundredfold/images/0/02/Charsheet_AntonChigur.jpg/revision/latest?cb=20141217225433]JPG[/url] [/QUOTE]
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