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<blockquote data-quote="GMMichael" data-source="post: 6704614" data-attributes="member: 6685730"><p>That is actually a cool sounding system. It has a metagame framework that still relies on the story. Are the moves extensive enough to require tables or pages of description, or are they relatively fast and easy?</p><p></p><p> [MENTION=1]Morrus[/MENTION] touched on an important point: just as the rules might allow you to become a legendary claymore craftsman, they should also allow you to be a better at words. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> [MENTION=4937]Celebrim[/MENTION] has it right too - your epic speech that saves the day won't feel too epic if you just roll dice for it. But hey, fighting isn't like rolling dice either - so now I want to have my players stand up during fight scenes, possibly swinging an imaginary weapon when they roll.</p><p></p><p>To answer steenan's quasi-question: I had four PCs, a combat-trained noble, a bard, a magic-trained noble, and a priest, stuck between a heavy stone door and 10 underworld thugs. In some games, that's not outnumbered at all, because one die roll could mean ending a thug, and one round of battle might change the numbers to 4 on 6. But I made the Game of Thrones reference (in OP) not just for the visual but also for the combat resolution; in our game, combat can be deadly, and even if you win, you might wish you had lost. Threats, bribes, even jokes might have worked, but sometimes it's clear from the GM's chair what the result would be, and sometimes I'd like to have a table in front of me on the GM screen.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6704614, member: 6685730"] That is actually a cool sounding system. It has a metagame framework that still relies on the story. Are the moves extensive enough to require tables or pages of description, or are they relatively fast and easy? [MENTION=1]Morrus[/MENTION] touched on an important point: just as the rules might allow you to become a legendary claymore craftsman, they should also allow you to be a better at words. ;) [MENTION=4937]Celebrim[/MENTION] has it right too - your epic speech that saves the day won't feel too epic if you just roll dice for it. But hey, fighting isn't like rolling dice either - so now I want to have my players stand up during fight scenes, possibly swinging an imaginary weapon when they roll. To answer steenan's quasi-question: I had four PCs, a combat-trained noble, a bard, a magic-trained noble, and a priest, stuck between a heavy stone door and 10 underworld thugs. In some games, that's not outnumbered at all, because one die roll could mean ending a thug, and one round of battle might change the numbers to 4 on 6. But I made the Game of Thrones reference (in OP) not just for the visual but also for the combat resolution; in our game, combat can be deadly, and even if you win, you might wish you had lost. Threats, bribes, even jokes might have worked, but sometimes it's clear from the GM's chair what the result would be, and sometimes I'd like to have a table in front of me on the GM screen. [/QUOTE]
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