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<blockquote data-quote="kitsune9" data-source="post: 5740884" data-attributes="member: 18507"><p>I guess if I was to eliminate attributes, then I would have to consider skills for handling all sorts of myriad of situations (i.e. Climbing skill, Door Bashing skill, Stealth skill, etc) or if I wanted to keep skills relatively small and have "attribute" checks handled by another mechanic, I guess it would be a simple die roll that determines success or failure. But then how complex do I want it? I could have it modified by level (granting a bonus), by situation (bonus or penalty) and then against a set DC (which could be one DC so that the situation list is large or a bunch of DCs to keep the situation list small). </p><p></p><p>Another aspect is hand-wave such rolls altogether with the exception for only extreme cases. If someone wants to bash a door, they do so. If someone wants to climb a cliff, they do so. It's only if someone wants to bash a door that's made of stone and 2 feet thick or if they want to climb a sheer cliff in the middle of a thundering rainstorm the mechanic for success or failure is applied.</p><p></p><p>Eliminating attributes requires me to ask questions such as how much can my character carry? Do I create skill, set a default value, or don't care about it all unless a situation comes up that requires an judgment call? An example is the mage wanting to carry a suit of magical full plate mail, his fallen comrade, and both their gear over his shoulder. With no Strength score, is this a skill check, a roll, or just no? Or we could build this into the classes or templates themselves--a fighter can bash the door, a wizard cannot. A rogue can climb the sheer cliff, everyone else better have some rope.</p><p></p><p>Other mechanic to simulate these attribute checks is spending "action points". Each character gets a pool of action points. When a difficult situation comes up, he's got to pay the cost to get a success. If he doesn't have enough, he's failed the task. He can pay more points to get an even better success. Do all actions cost 1 point or do some cost more than others?</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5740884, member: 18507"] I guess if I was to eliminate attributes, then I would have to consider skills for handling all sorts of myriad of situations (i.e. Climbing skill, Door Bashing skill, Stealth skill, etc) or if I wanted to keep skills relatively small and have "attribute" checks handled by another mechanic, I guess it would be a simple die roll that determines success or failure. But then how complex do I want it? I could have it modified by level (granting a bonus), by situation (bonus or penalty) and then against a set DC (which could be one DC so that the situation list is large or a bunch of DCs to keep the situation list small). Another aspect is hand-wave such rolls altogether with the exception for only extreme cases. If someone wants to bash a door, they do so. If someone wants to climb a cliff, they do so. It's only if someone wants to bash a door that's made of stone and 2 feet thick or if they want to climb a sheer cliff in the middle of a thundering rainstorm the mechanic for success or failure is applied. Eliminating attributes requires me to ask questions such as how much can my character carry? Do I create skill, set a default value, or don't care about it all unless a situation comes up that requires an judgment call? An example is the mage wanting to carry a suit of magical full plate mail, his fallen comrade, and both their gear over his shoulder. With no Strength score, is this a skill check, a roll, or just no? Or we could build this into the classes or templates themselves--a fighter can bash the door, a wizard cannot. A rogue can climb the sheer cliff, everyone else better have some rope. Other mechanic to simulate these attribute checks is spending "action points". Each character gets a pool of action points. When a difficult situation comes up, he's got to pay the cost to get a success. If he doesn't have enough, he's failed the task. He can pay more points to get an even better success. Do all actions cost 1 point or do some cost more than others? [/QUOTE]
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