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Mearls: Abilities as the core?
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<blockquote data-quote="Mark CMG" data-source="post: 5612540" data-attributes="member: 10479"><p>Personally, I tie Str & Con to Fortitude, Dex and Int to Reflex, Wis and Cha to Will. Recently I've broken out Prince Valiant (1989) for our group for a short campaign. In that system you have Brawn for most physical task adjudication and Presence for most non-physical. Two ability scores, some skills that can assist in such tasks (Arms adds to Brawn for combat, for instance, while Oratory adds to Presence for some diplomatic situations).</p><p></p><p></p><p></p><p></p><p></p><p>DMs/GMs/Referees/Facilitators have been using the ability scores to adjudicate situations in roleplaying games of all stripes since the very start. This is nothing new. How that is codified in the rules has changed over the years, not necessarily evolved, simply been tried in varying manners, but this isn't a matter of maturity or immaturity in game design. I'd also disagree with the assertion that how something works within the rules can be opaque since having the rules is meant to produce the opposite effect. The motivations behind creating particular rules might be undefined but their effect on gameplay is transparent.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5612540, member: 10479"] Personally, I tie Str & Con to Fortitude, Dex and Int to Reflex, Wis and Cha to Will. Recently I've broken out Prince Valiant (1989) for our group for a short campaign. In that system you have Brawn for most physical task adjudication and Presence for most non-physical. Two ability scores, some skills that can assist in such tasks (Arms adds to Brawn for combat, for instance, while Oratory adds to Presence for some diplomatic situations). DMs/GMs/Referees/Facilitators have been using the ability scores to adjudicate situations in roleplaying games of all stripes since the very start. This is nothing new. How that is codified in the rules has changed over the years, not necessarily evolved, simply been tried in varying manners, but this isn't a matter of maturity or immaturity in game design. I'd also disagree with the assertion that how something works within the rules can be opaque since having the rules is meant to produce the opposite effect. The motivations behind creating particular rules might be undefined but their effect on gameplay is transparent. [/QUOTE]
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