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<blockquote data-quote="Crazy Jerome" data-source="post: 5763414" data-attributes="member: 54877"><p>The closest I have come to trying that is trying to make Fantasy Hero more simulationist than it is. Of course, Hero is a hybrid anyway, and because it is already modeling effects instead of processes, and then demanding that you provide the flavor, this isn't as big a deal as it would be with a more pure system. Plus, and supporting your point, half the trouble for (4th ed. FH) is not so much setting up reference points for the fiction in a effects-based game, as it is coping with the superhero simulation that was still very present in the rules. It doesn't help any that the skills in 4th edition Hero are a mishmash of genre expectations, simulation, and apparently trying to "split the baby" design goals. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Thus, I think that effect-based design is a good neutral starting point for a game that is design explicitly to be drifted into one of several competing gaming styles, but hardly the whole solution. Page 42 being one of the more effect-based parts of 4E makes it as good a candidate as any in that ruleset, as such a starting point.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5763414, member: 54877"] The closest I have come to trying that is trying to make Fantasy Hero more simulationist than it is. Of course, Hero is a hybrid anyway, and because it is already modeling effects instead of processes, and then demanding that you provide the flavor, this isn't as big a deal as it would be with a more pure system. Plus, and supporting your point, half the trouble for (4th ed. FH) is not so much setting up reference points for the fiction in a effects-based game, as it is coping with the superhero simulation that was still very present in the rules. It doesn't help any that the skills in 4th edition Hero are a mishmash of genre expectations, simulation, and apparently trying to "split the baby" design goals. :D Thus, I think that effect-based design is a good neutral starting point for a game that is design explicitly to be drifted into one of several competing gaming styles, but hardly the whole solution. Page 42 being one of the more effect-based parts of 4E makes it as good a candidate as any in that ruleset, as such a starting point. [/QUOTE]
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