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Indie Games Are Not More Focused. They Are Differently Focused.
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<blockquote data-quote="aramis erak" data-source="post: 8317725" data-attributes="member: 6779310"><p>Actually, for Greg's goals in RuneQuest, 20 broad skills <em>isn't</em> enough. But Runequest also isn't as combat focused as D&D. </p><p></p><p>Plus, the "20 skills" of D&D is fundamentally wrong (tho' technically correct by the <em>letter of the rules</em>); transport proficiencies and tool proficiencies work exactly the same way, and each are at least 10 more (out on pit stop during errands, so books not to hand). Wagon Proficiency is functionally a skill, just one without a tight attribute assignment to wisdom.</p><p></p><p>Not counting the weapon proficiencies, either.</p><p></p><p>Also, the difference in the numbers <em>and types</em> of skills makes a strong textural difference. You don't always succeed on casting in RQ, but you do in D&D, due to the casting checks.</p><p></p><p>This directly affects the fiction by causing uncertainty and the possibility of side effects, which, with critfails being standard in RQ, means a different approach to the fictional state by players familiar with the system. RQ combat is unrealisiticly deadly; but the other skills are more realistically narrowed to about one medieval guild per skill. Which makes them more interesting to engage with for mechanically minded players. (But deady to the fun of "Sommetimes we even roll the dice" types.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8317725, member: 6779310"] Actually, for Greg's goals in RuneQuest, 20 broad skills [I]isn't[/I] enough. But Runequest also isn't as combat focused as D&D. Plus, the "20 skills" of D&D is fundamentally wrong (tho' technically correct by the [I]letter of the rules[/I]); transport proficiencies and tool proficiencies work exactly the same way, and each are at least 10 more (out on pit stop during errands, so books not to hand). Wagon Proficiency is functionally a skill, just one without a tight attribute assignment to wisdom. Not counting the weapon proficiencies, either. Also, the difference in the numbers [I]and types[/I] of skills makes a strong textural difference. You don't always succeed on casting in RQ, but you do in D&D, due to the casting checks. This directly affects the fiction by causing uncertainty and the possibility of side effects, which, with critfails being standard in RQ, means a different approach to the fictional state by players familiar with the system. RQ combat is unrealisiticly deadly; but the other skills are more realistically narrowed to about one medieval guild per skill. Which makes them more interesting to engage with for mechanically minded players. (But deady to the fun of "Sommetimes we even roll the dice" types. [/QUOTE]
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