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Mike Mearl's on simplifying skills in D&D
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<blockquote data-quote="RodneyThompson" data-source="post: 3172732" data-attributes="member: 3594"><p>Please don't take this as me picking on you, as that is not my intent, but I think that in the interest of the evolution of game mechanics wishing an idea to "die a quick death" is more harmful than helpful. One of the best things about ye olde intarwebs is that we get to discuss things in depth, weigh their merits and flaws, and hopefully arrive at a more sophisticated set of mechanics. Dismissing ideas out of hand is neither productive nor beneficial.</p><p></p><p>I am slightly taken aback by the vehemence with which people seem to react to some of Mike's (and other peoples') brainstorms. Some of the best concepts in D&D (and all gaming systems) come about when someone says, "What if we did X?" and then the idea was molded into something new.</p><p></p><p>As to the topic at hand, I'm not a big fan of Mike's idea for D&D, but it could work well for some other games. I actually think it would be more appropriate for games where you don't improve heroically and for low-power games. For example, I could see a system like this working in a modern horror game where ordinary people are thrust into extraordinary situations. Clive Barker is a master of writing stories like these, and I think if you wanted to do a modern horror-fantasy game along those lines then this would be a perfectly viable system.</p><p></p><p>It's probably not for D&D, but it certainly has its merits.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 3172732, member: 3594"] Please don't take this as me picking on you, as that is not my intent, but I think that in the interest of the evolution of game mechanics wishing an idea to "die a quick death" is more harmful than helpful. One of the best things about ye olde intarwebs is that we get to discuss things in depth, weigh their merits and flaws, and hopefully arrive at a more sophisticated set of mechanics. Dismissing ideas out of hand is neither productive nor beneficial. I am slightly taken aback by the vehemence with which people seem to react to some of Mike's (and other peoples') brainstorms. Some of the best concepts in D&D (and all gaming systems) come about when someone says, "What if we did X?" and then the idea was molded into something new. As to the topic at hand, I'm not a big fan of Mike's idea for D&D, but it could work well for some other games. I actually think it would be more appropriate for games where you don't improve heroically and for low-power games. For example, I could see a system like this working in a modern horror game where ordinary people are thrust into extraordinary situations. Clive Barker is a master of writing stories like these, and I think if you wanted to do a modern horror-fantasy game along those lines then this would be a perfectly viable system. It's probably not for D&D, but it certainly has its merits. [/QUOTE]
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