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My Take on D&D a la Saga...
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<blockquote data-quote="Gentlegamer" data-source="post: 3454301" data-attributes="member: 2425"><p>And the skill system is so close to something I've been thinking about it's almost spooky!</p><p></p><p></p><p>This could very well work. You're right, in the d6 system, a character could take more than one shot at an increasing "penalty" to his die pool. If you had Blaster D6, you could fire at two targets each at D5, or three at D4, and so on.</p><p></p><p>This may not be what you want for the "core" game, but multiple attack chances could be used for things like parries, blocks, ripostes, etc. That is, since combat is "deadlier" with the condition track, higher level characters will want to use "tactical maneuevers" in combat to reduce the number of times they're hit in combat. Again, this may be too granular or tactical for what you want, but I could see a set of "optional advanced tactical rules" offering this within the sytem.</p><p></p><p>It could also be entirely possible within this system to make "BAB" (or Combat, or whatever generic all-inclusive combat skill name you want) an actual skill, like what is being done with Initiative. Since all skills improve according to level, non-warrior types would still get some combat skill, but the fighting-types would be trained and have Skill Focus, allowing them access to trained combat manuevers and use their warrior-themed Talent Trees to give them extra abilities tied to Combat skill rolls.</p><p></p><p>You know, the possibilities are exciting!</p></blockquote><p></p>
[QUOTE="Gentlegamer, post: 3454301, member: 2425"] And the skill system is so close to something I've been thinking about it's almost spooky! This could very well work. You're right, in the d6 system, a character could take more than one shot at an increasing "penalty" to his die pool. If you had Blaster D6, you could fire at two targets each at D5, or three at D4, and so on. This may not be what you want for the "core" game, but multiple attack chances could be used for things like parries, blocks, ripostes, etc. That is, since combat is "deadlier" with the condition track, higher level characters will want to use "tactical maneuevers" in combat to reduce the number of times they're hit in combat. Again, this may be too granular or tactical for what you want, but I could see a set of "optional advanced tactical rules" offering this within the sytem. It could also be entirely possible within this system to make "BAB" (or Combat, or whatever generic all-inclusive combat skill name you want) an actual skill, like what is being done with Initiative. Since all skills improve according to level, non-warrior types would still get some combat skill, but the fighting-types would be trained and have Skill Focus, allowing them access to trained combat manuevers and use their warrior-themed Talent Trees to give them extra abilities tied to Combat skill rolls. You know, the possibilities are exciting! [/QUOTE]
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