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Community
General Tabletop Discussion
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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="DrunkonDuty" data-source="post: 9878469" data-attributes="member: 54364"><p><em>If the mechanics support fun combat*</em> then I enjoy the combat part in and of itself. Making tactical choices, rolling the bones, burning through resources as the combat grows more desperate.</p><p></p><p>But for combat to be fun there need to dramatic stakes. Random encounters with monsters as you walk along the road get old real quick. (The occasional one is fine, but only if it adds to the mood.) Rather the fights need to be in service to the story in some way. e.g. you need to get to the macguffin; you seek revenge against the people you're fighting; you're protecting something/someone.</p><p></p><p></p><p>* my idea of good mechanics are ones that give you choices. I love HERO, I find it gives a huge number of cool tactical choices like where to place skill level; whether to hold an action; allows for grappling, disarming, called shots, all out attack; when to push a power; when to turtle and hold on. On the simpler end, FASERIP really just asks "to spend karma or not to spend karma" but I enjoty that too! I'm also getting into SWADE. Spell casters get loads of cool choices.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 9878469, member: 54364"] [I]If the mechanics support fun combat*[/I] then I enjoy the combat part in and of itself. Making tactical choices, rolling the bones, burning through resources as the combat grows more desperate. But for combat to be fun there need to dramatic stakes. Random encounters with monsters as you walk along the road get old real quick. (The occasional one is fine, but only if it adds to the mood.) Rather the fights need to be in service to the story in some way. e.g. you need to get to the macguffin; you seek revenge against the people you're fighting; you're protecting something/someone. * my idea of good mechanics are ones that give you choices. I love HERO, I find it gives a huge number of cool tactical choices like where to place skill level; whether to hold an action; allows for grappling, disarming, called shots, all out attack; when to push a power; when to turtle and hold on. On the simpler end, FASERIP really just asks "to spend karma or not to spend karma" but I enjoty that too! I'm also getting into SWADE. Spell casters get loads of cool choices. [/QUOTE]
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Let's Talk About Character Resources To Power Abilities
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