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If it's "crunch" that you want, where do you want it and why?
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<blockquote data-quote="hawkeyefan" data-source="post: 8520026" data-attributes="member: 6785785"><p>I’m a big fan of keeping the core rules of a game relatively simple and easy to use, and having any crunch come in the form of player options.</p><p></p><p>I’ve been running Spire, and the actual rules of the game can fit on a nice one page summary. Every action attempted by any PC followd the same core rule process (roll a pool of d10s, results based on highest die roll). It doesn’t matter if you’re trying to sneak up on someone or scale a wall or convince someone to back down or to hack someone with a blade, you follow the same core rule.</p><p></p><p>Where the crunch comes in, is in the class abilities. Each class has a bunch of abilities to choose from anytime they would get an advance (equivalent of leveling up). Those abilities give each class their flavor and help define their role in the game. And there are a good amount, so it can take some time to learn them all. But there aren’t really any trap options. Just about all the abilities are cool in their own way and you don’t suffer for your choices. They just expand what you can do.</p><p></p><p>I like this because the core game is easy to grasp and learn….it takes minutes. But there are enough options to kind of look at and select when the time comes, which is something players tend to enjoy because doesn't like a cool new ability?</p><p></p><p>Simple core with lots of player options. It’s a strong combo.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8520026, member: 6785785"] I’m a big fan of keeping the core rules of a game relatively simple and easy to use, and having any crunch come in the form of player options. I’ve been running Spire, and the actual rules of the game can fit on a nice one page summary. Every action attempted by any PC followd the same core rule process (roll a pool of d10s, results based on highest die roll). It doesn’t matter if you’re trying to sneak up on someone or scale a wall or convince someone to back down or to hack someone with a blade, you follow the same core rule. Where the crunch comes in, is in the class abilities. Each class has a bunch of abilities to choose from anytime they would get an advance (equivalent of leveling up). Those abilities give each class their flavor and help define their role in the game. And there are a good amount, so it can take some time to learn them all. But there aren’t really any trap options. Just about all the abilities are cool in their own way and you don’t suffer for your choices. They just expand what you can do. I like this because the core game is easy to grasp and learn….it takes minutes. But there are enough options to kind of look at and select when the time comes, which is something players tend to enjoy because doesn't like a cool new ability? Simple core with lots of player options. It’s a strong combo. [/QUOTE]
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If it's "crunch" that you want, where do you want it and why?
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