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Let's Talk About Character Resources To Power Abilities
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<blockquote data-quote="Jacob Lewis" data-source="post: 9886916" data-attributes="member: 6667921"><p>These are very strong opinions supporting non-factual ideas. If we believe there is no other way to accomplish any of these things, then how can we expect anything different to make a change? But let's make sure we're talking about the same things here because up to this point, we're both being somewhat vague with our explanations (or I'm not explaining my ideas too well).</p><p></p><p>When I wrote "mini-games" and "switching modes", I'm thinking specifically how something like D&D separates combat from the rest of the game. There are very few game mechanics that happen during combat, or as a result of one, that directly affects the mechanics of the game outside of combat. For example, characters do not get tired or wounded, they just have less hit points and uses for their spells and combat abilities. Those that do are largely ignored or have little actual effect on gameplay. It feels like playing two different games simultaneously.</p><p></p><p>Something else to consider... As a player, you spend a lot of time and effort for your character to swing a sword than to pick a lock on the door. Both require you to roll the d20, add modifiers, and check the target number to see if you succeed. But what happens next? If you're in combat, you roll some more dice, see how much of an impact you made, and maybe follow up with some additional moves or actions. With the lock, you either opened it or you don't. You can keep trying, or let someone else attempt it. But there's no real consequence or tension there. So why are we even bothering to roll dice for that?</p><p></p><p>I'm not suggesting picking a lock needs to be something more elaborate and interesting like combat. But if combat is intended to be the main course of the game, why include basic mechanics for non-combat stuff if it is only used as filler? Which brings us to this:</p><p></p><p></p><p>I'm not sure that you fully comprehend what The One Ring actually did/does. It expanded the non-combat game loop to make that the focus of the game, and then re-contextualized Combat as part of it. Combat became less about attrition and power for the heroes, and more about survival and progress of the journey itself. Unlike D&D, the consequences gained in combat can have a greater impact on characters as their Journey continues. D&D lets you fix most issues with a rest, usually without cost.</p><p></p><p>The thing about exceptions is they don't get to be exceptional by trying to follow everyone else.</p><p></p><p></p><p>It won't bother me if you agree or not. I'm not here to change minds. I am just hoping to open a few.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9886916, member: 6667921"] These are very strong opinions supporting non-factual ideas. If we believe there is no other way to accomplish any of these things, then how can we expect anything different to make a change? But let's make sure we're talking about the same things here because up to this point, we're both being somewhat vague with our explanations (or I'm not explaining my ideas too well). When I wrote "mini-games" and "switching modes", I'm thinking specifically how something like D&D separates combat from the rest of the game. There are very few game mechanics that happen during combat, or as a result of one, that directly affects the mechanics of the game outside of combat. For example, characters do not get tired or wounded, they just have less hit points and uses for their spells and combat abilities. Those that do are largely ignored or have little actual effect on gameplay. It feels like playing two different games simultaneously. Something else to consider... As a player, you spend a lot of time and effort for your character to swing a sword than to pick a lock on the door. Both require you to roll the d20, add modifiers, and check the target number to see if you succeed. But what happens next? If you're in combat, you roll some more dice, see how much of an impact you made, and maybe follow up with some additional moves or actions. With the lock, you either opened it or you don't. You can keep trying, or let someone else attempt it. But there's no real consequence or tension there. So why are we even bothering to roll dice for that? I'm not suggesting picking a lock needs to be something more elaborate and interesting like combat. But if combat is intended to be the main course of the game, why include basic mechanics for non-combat stuff if it is only used as filler? Which brings us to this: I'm not sure that you fully comprehend what The One Ring actually did/does. It expanded the non-combat game loop to make that the focus of the game, and then re-contextualized Combat as part of it. Combat became less about attrition and power for the heroes, and more about survival and progress of the journey itself. Unlike D&D, the consequences gained in combat can have a greater impact on characters as their Journey continues. D&D lets you fix most issues with a rest, usually without cost. The thing about exceptions is they don't get to be exceptional by trying to follow everyone else. It won't bother me if you agree or not. I'm not here to change minds. I am just hoping to open a few. [/QUOTE]
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