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Mouse Guard, Anyone?
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<blockquote data-quote="yesnomu" data-source="post: 5060270" data-attributes="member: 77306"><p>I like the Mouse Guard system, although it's not devoid of problems. The Instructor skill, for example, can be used to essentially double player checks, by attempting to teach other PCs skills. Similarly, since using skills improves them (an idea I like a lot, incidentally, both in Elder Scrolls games and here), I would get pestered all the time for permission to use skills during the GM's turn. You have to have a firm hand against powergamers, which is a shame, since that's what several of my friends are (and me too, come to that).</p><p></p><p>Traits are not especially well-balanced, either, level 2 traits are pretty much the hax. Expect players to attempt to apply them to roughly everything they attempt, since that +1 die is really nice. Upgrading to level 3 is often detrimental.</p><p></p><p>Most unfortunately, the conflict system is a bit unbalanced. Attack really has no bad matchups, and when winning really counts, AAA is often the best turn possible. A crushes Feints, Defense just stalls against A and has quite a large threshold even unopposed, and Maneuver is frequently less useful than another A (although disabling a weapon can be useful). Our group needs to come up with some kind of houserule that works to our satisfaction.</p><p></p><p>Anyway, with that in mind, it's definitely a great system. With a group that really gets into it, it's tremendous fun. And the conflict system, while not perfect, beats the pants handily off of any other "social combat" system I've seen--one player and I had an amazing (IC) argument that played out beautifully. I heavily recommend checking it out.</p></blockquote><p></p>
[QUOTE="yesnomu, post: 5060270, member: 77306"] I like the Mouse Guard system, although it's not devoid of problems. The Instructor skill, for example, can be used to essentially double player checks, by attempting to teach other PCs skills. Similarly, since using skills improves them (an idea I like a lot, incidentally, both in Elder Scrolls games and here), I would get pestered all the time for permission to use skills during the GM's turn. You have to have a firm hand against powergamers, which is a shame, since that's what several of my friends are (and me too, come to that). Traits are not especially well-balanced, either, level 2 traits are pretty much the hax. Expect players to attempt to apply them to roughly everything they attempt, since that +1 die is really nice. Upgrading to level 3 is often detrimental. Most unfortunately, the conflict system is a bit unbalanced. Attack really has no bad matchups, and when winning really counts, AAA is often the best turn possible. A crushes Feints, Defense just stalls against A and has quite a large threshold even unopposed, and Maneuver is frequently less useful than another A (although disabling a weapon can be useful). Our group needs to come up with some kind of houserule that works to our satisfaction. Anyway, with that in mind, it's definitely a great system. With a group that really gets into it, it's tremendous fun. And the conflict system, while not perfect, beats the pants handily off of any other "social combat" system I've seen--one player and I had an amazing (IC) argument that played out beautifully. I heavily recommend checking it out. [/QUOTE]
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