payn
Glory to Marik
Whats the next thread?Not that this thread hasn't already drifted, but I think skill granularity is well out of the scope of "core mechanics."
Whats the next thread?Not that this thread hasn't already drifted, but I think skill granularity is well out of the scope of "core mechanics."
The downside of that system (and this includes other Free League iterations) is that magic really kind of gets the shaft a little in terms of impact. That's fine if low fantasy is what you want, but not otherwise. I say this as someone who really likes that die pool system quite a bit.In general I'm not into skill systems....I love how Shadowdark handles it...but if there are going to be skills then I like that system to be unified with combat, instead of treating them entirely differently. In other words, skills should be a "core mechanic" and not something bolted on. (Looking at you, D&D...).
It's one of the things I like about Dragonbane: my Swords skill works exactly like my Bushcraft works exactly like my spellcasting skill. So are dodging and blocking. And progression in all those skills is the leveling.
Not that this thread hasn't already drifted, but I think skill granularity is well out of the scope of "core mechanics."
I don't know but I'm sure he'll tell everyone exactly how to post and what opinions to have in that one as well.Whats the next thread?
Fair enough. I am not trying to scold or shut down the discussion. I just wanted to note where I saw the distinction -- mostly because my intent is to scaffold a system of my own, starting with a core mechanic.So that makes them fair game here, I think. You don't roll stats much in BRP games nearly as often as you roll skills. It's really not my favorite kind of system, but I think we're still colouring inside the lines.
Yeah, you do have a project (and I wish you well), but that project doesn't really mean the topic has bumpers attached. Skill granularity is a core topic for many, many kinds of RPG design.Fair enough. I am not trying to scold or shut down the discussion. I just wanted to note where I saw the distinction -- mostly because my intent is to scaffold a system of my own, starting with a core mechanic.
Just trying to approach things methodically. I know threads drift and that's fine. I just don’t want everyone to burn themselves out on the "skills" discussion before can actually have it.Are you trying to keep it down to things like just die resolution and the like? Because I tend to think degree of skill lumping/splitting gets down pretty near the ground generally. I find it more core than almost any part of a combat system for example.
Micah and I were talking about this elsewhere. I said something about inventing a mechanic and then slapping a label on it, and Micah responded that he didn't think it was usually done that way.
What I thought about, but never went back to write, is that I didn't actually think think it was done in that order, either, but it could be. Meaning that in a lot of games you could take a mechanic like dodge, or parry, or deflect, or block, or slip, etc., and take the mechanic associated with that move and apply it to one of those other labels. E.g, imposing Disadvantage on an attack could make an equally good Dodge or Parry or Block. But they are not all the same thing. Which, to me, means it's not really a simulation of that specific move (let alone the dozens of variations of each one of those moves) but a general "make it harder to hit me".
I'm seeing appeals to authority around various martial arts that I don't know. The only one I've practiced is boxing, and even without weapons (or kicks, or elbows, or wrestling moves...) it's still incomparably more complex than any pencil & paper combat system.
Using an analogy to video games and flying a plane, RPG combat isn't a flight simulator. It's Defender.
Just trying to approach things methodically. I know threads drift and that's fine. I just don’t want everyone to burn themselves out on the "skills" discussion before can actually have it.![]()