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<blockquote data-quote="Retreater" data-source="post: 5660353" data-attributes="member: 42040"><p>I spent a lot of time thumbing through new (or new-to-me) game systems at GenCon. Several looked promising until I hit one of my "deal breakers." These are RPG pet-peeves of mine. If I see one of them, I am extremely reluctant to give the system a try.</p><p> </p><p>Here are a couple:</p><p>1) Advantages/Disadvantages systems</p><p> </p><p>"My character has excellent marksmanship, and can shoot dead a gnat through the eye of a needle, but he's a violent sociopath who dresses in drag and hops on one leg." </p><p> </p><p>This is my biggest deal breaker - the pinnacle of min/maxism. Create a character who is awesome at one thing, but is so severely handicapped in gameplay that no one wants to roleplay with him (or you as a player). Your character almost always ends up being an insane, deformed jerk. (I'm looking at Hackmaster, GURPS, Savage Worlds, and I'm sure several more.)</p><p> </p><p>2) Hit/Wound/Dodge/Parry/Block/Spend bennies to turn wounds into misses</p><p> </p><p>"Okay you hit the orc. Now roll to see if you wound. Okay, now I'll see if he can dodge. Since he didn't dodge, I will roll with -2 dice to see if he can block it. Since he didn't block it, I'm going to roll on the Fate chart and spend my heroic action points to see if the orc's wounds aren't fatal. [Rolls.] Okay, it looks like you didn't hit the orc after all."</p><p> </p><p>Roll once to hit. Roll once to damage. Why in the name of the Seven Hells should we have to keep rolling to ignore the hits? Why drag on combats? If you want for a monster to be hard to damage, make it harder to hit and not worry about blocks, parries, shields, dodges, or the winds of fate. This slows down combat to an annoying crawl. (I'm looking at you, Shadowrun.) </p><p> </p><p>Are there any deal-breakers for you?</p><p> </p><p>Retreater</p></blockquote><p></p>
[QUOTE="Retreater, post: 5660353, member: 42040"] I spent a lot of time thumbing through new (or new-to-me) game systems at GenCon. Several looked promising until I hit one of my "deal breakers." These are RPG pet-peeves of mine. If I see one of them, I am extremely reluctant to give the system a try. Here are a couple: 1) Advantages/Disadvantages systems "My character has excellent marksmanship, and can shoot dead a gnat through the eye of a needle, but he's a violent sociopath who dresses in drag and hops on one leg." This is my biggest deal breaker - the pinnacle of min/maxism. Create a character who is awesome at one thing, but is so severely handicapped in gameplay that no one wants to roleplay with him (or you as a player). Your character almost always ends up being an insane, deformed jerk. (I'm looking at Hackmaster, GURPS, Savage Worlds, and I'm sure several more.) 2) Hit/Wound/Dodge/Parry/Block/Spend bennies to turn wounds into misses "Okay you hit the orc. Now roll to see if you wound. Okay, now I'll see if he can dodge. Since he didn't dodge, I will roll with -2 dice to see if he can block it. Since he didn't block it, I'm going to roll on the Fate chart and spend my heroic action points to see if the orc's wounds aren't fatal. [Rolls.] Okay, it looks like you didn't hit the orc after all." Roll once to hit. Roll once to damage. Why in the name of the Seven Hells should we have to keep rolling to ignore the hits? Why drag on combats? If you want for a monster to be hard to damage, make it harder to hit and not worry about blocks, parries, shields, dodges, or the winds of fate. This slows down combat to an annoying crawl. (I'm looking at you, Shadowrun.) Are there any deal-breakers for you? Retreater [/QUOTE]
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