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Lost In Translation: Adapting Fictional Characters To Games
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7742720" data-attributes="member: 6873517"><p>Yeah, figuring out what the vision is is one thing, but the game system often doesn't cooperate. I do think it's one reason why modern games often have mechanisms for extraordinary success above what is just generated by the dice. Willpower (from oWoD and nWoD), bennies from Savage Worlds, chips from Deadlands, Doom and Momentum from Modiphius games, and so on can help avoid having everything just come down to the dice. I think that goes a long way towards making fictional characters not need quite so maxed out abilities. D&D has had that in different times in the form of Action Points (from Eberron) or some of the human abilities, or Lucky and Inspiration in the current edition, but for the most part it's not really been a big part of D&D.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7742720, member: 6873517"] Yeah, figuring out what the vision is is one thing, but the game system often doesn't cooperate. I do think it's one reason why modern games often have mechanisms for extraordinary success above what is just generated by the dice. Willpower (from oWoD and nWoD), bennies from Savage Worlds, chips from Deadlands, Doom and Momentum from Modiphius games, and so on can help avoid having everything just come down to the dice. I think that goes a long way towards making fictional characters not need quite so maxed out abilities. D&D has had that in different times in the form of Action Points (from Eberron) or some of the human abilities, or Lucky and Inspiration in the current edition, but for the most part it's not really been a big part of D&D. [/QUOTE]
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Lost In Translation: Adapting Fictional Characters To Games
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