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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Umbran" data-source="post: 7758832" data-attributes="member: 177"><p>That is the simplest and most reliable way. I don't think there's a blanket "best", for all games and all people. Especially since removing *ALL* mechanical advantages means that all characters are mechanically identical in all ways, and no actions (including roleplay choices) on the part of the PCs impact resolution of events, which is probably not what we want in RPGs...</p><p></p><p>FATE-based games, for example, give you ways to force alignment between the mechanical advantages and the roleplay. In a game a while ago, I was playing a character who used guns a great deal, but I didn't want the character to be the type to leave a bloody trail of bullet-laden corpses behind him. So, I took an Aspect, "I set 'em up, you knock 'em down." Any time I tried to attack someone directly with a gun, the GM could assign me a penalty (My shot wouldn't be as good, but I'd get a Fate point). But, any time I used a trick shot or otherwise used gunplay for non-damaging effects, or to give another character a bonus, I could spend a Fate point and get a bonus myself. The end result was a mechanical advantage that aligned with my chosen narrative-identity, and a mechanical detriment when I went against that narrative. </p><p></p><p>This is less simple and unreliable, as it needs a GM actively using the Fate-point economy well to make happen. But, in the case where you have met the requirement, this kind kind of thing performs better than simply removing all possible mechanical advantages.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7758832, member: 177"] That is the simplest and most reliable way. I don't think there's a blanket "best", for all games and all people. Especially since removing *ALL* mechanical advantages means that all characters are mechanically identical in all ways, and no actions (including roleplay choices) on the part of the PCs impact resolution of events, which is probably not what we want in RPGs... FATE-based games, for example, give you ways to force alignment between the mechanical advantages and the roleplay. In a game a while ago, I was playing a character who used guns a great deal, but I didn't want the character to be the type to leave a bloody trail of bullet-laden corpses behind him. So, I took an Aspect, "I set 'em up, you knock 'em down." Any time I tried to attack someone directly with a gun, the GM could assign me a penalty (My shot wouldn't be as good, but I'd get a Fate point). But, any time I used a trick shot or otherwise used gunplay for non-damaging effects, or to give another character a bonus, I could spend a Fate point and get a bonus myself. The end result was a mechanical advantage that aligned with my chosen narrative-identity, and a mechanical detriment when I went against that narrative. This is less simple and unreliable, as it needs a GM actively using the Fate-point economy well to make happen. But, in the case where you have met the requirement, this kind kind of thing performs better than simply removing all possible mechanical advantages. [/QUOTE]
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