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Is it... too simple? (Related experience inside)
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<blockquote data-quote="Celebrim" data-source="post: 6264394" data-attributes="member: 4937"><p>First, the difference is right there in what you wrote. Dodge or Weapon Focus are sunk costs that gain you potential benefit in every combat situation. You know longer have to spend resources to gain the advantage and it doesn't cost me anything. It's like saying, "You can spend 1 effort for free every time you attack something." Essentially 'Weapon Focus' or 'Dodge' is like Edge - an unlimited resource. If 'effort' is a limited resource though, then I must carefully spend it only in the right situations. It's instead like a spell that gives me a small bonus on an roll. It may be renewable, but it still must be conserved for that situation its essential. I can see this being similar to a situation in many RPGs where the player carefully hordes his consumable potions and scrolls, but ultimately almost never uses them.</p><p></p><p>Secondly, it's worth noting that many people (rightly or wrongly) felt the same way about dodge and weapon focus - wasted resources. Those feats helped in such a small number of situations, that they didn't feel it worth the investment. Many people of this opinion argued that the bonuses ought to scale upward with level to make them feel more worthwhile (I wasn't one of them, but I recognize the motivation). </p><p></p><p>Thirdly, the focus on the resource management misses the point. For the vast majority of situations the roll doesn't seem to mechanically reflect the differences in the character making the roll. I'm not sure that most players want to manage scarce resources on every proposition, and as a GM I think I'd have a hard time making every roll important enough to make the effort of resource allocation seem dramatic and worthwhile. I'm not hugely familiar with the system, but I would have thought Edges were more common and central to the system than they seem to be from the description.</p><p></p><p>BTW, I'm backing the Kickstarter for the cRPG based on the system, and in a cRPG I don't think this is going to be a big issue because inherently cRPGs involve very small tightly constructed scenarios.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6264394, member: 4937"] First, the difference is right there in what you wrote. Dodge or Weapon Focus are sunk costs that gain you potential benefit in every combat situation. You know longer have to spend resources to gain the advantage and it doesn't cost me anything. It's like saying, "You can spend 1 effort for free every time you attack something." Essentially 'Weapon Focus' or 'Dodge' is like Edge - an unlimited resource. If 'effort' is a limited resource though, then I must carefully spend it only in the right situations. It's instead like a spell that gives me a small bonus on an roll. It may be renewable, but it still must be conserved for that situation its essential. I can see this being similar to a situation in many RPGs where the player carefully hordes his consumable potions and scrolls, but ultimately almost never uses them. Secondly, it's worth noting that many people (rightly or wrongly) felt the same way about dodge and weapon focus - wasted resources. Those feats helped in such a small number of situations, that they didn't feel it worth the investment. Many people of this opinion argued that the bonuses ought to scale upward with level to make them feel more worthwhile (I wasn't one of them, but I recognize the motivation). Thirdly, the focus on the resource management misses the point. For the vast majority of situations the roll doesn't seem to mechanically reflect the differences in the character making the roll. I'm not sure that most players want to manage scarce resources on every proposition, and as a GM I think I'd have a hard time making every roll important enough to make the effort of resource allocation seem dramatic and worthwhile. I'm not hugely familiar with the system, but I would have thought Edges were more common and central to the system than they seem to be from the description. BTW, I'm backing the Kickstarter for the cRPG based on the system, and in a cRPG I don't think this is going to be a big issue because inherently cRPGs involve very small tightly constructed scenarios. [/QUOTE]
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