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<blockquote data-quote="Reynard" data-source="post: 9347472" data-attributes="member: 467"><p>These two statements help me get a better handle on what you are saying regarding "trust." I apologize for taking the extreme interpretation earlier.</p><p></p><p>I like systems that have strong core mechanics, too, and ones that provide concrete examples of DCs (or whatever, as appropriate to the system) for actions you are likely to engage with. The presence of those things provides a strong foundation on which to adjudicate things that aren't explicitly governed by the rules, or may be but the pace and tenor of the table at the moment says "just roll" to keep the game moving or maintain a mood. I am not arguing against system in any way. the only thing I am arguing against in this thread, really, is prose bloat and maybe too many granular subsystems that can be handled with broader applicable systems (a general Athletic Contest system of opposed rolls, say, rather than a different system for every sport).</p><p></p><p>Another thing I like about Dragonbane that started this whole thread, and is found in other games including saving throws and NWP from TSR era D&D among other things, is that the difficulty for tasks is inherent to the character. The GM does not need to come up with modifiers, instead just asks for the roll undermost circumstances. (I like the advice of not to use modifiers for difficulty at all; if it isn't difficult in the first place, just don't ask for a roll).</p><p></p><p>So I don't think I am far from your perspective as I may have interpreted earlier.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9347472, member: 467"] These two statements help me get a better handle on what you are saying regarding "trust." I apologize for taking the extreme interpretation earlier. I like systems that have strong core mechanics, too, and ones that provide concrete examples of DCs (or whatever, as appropriate to the system) for actions you are likely to engage with. The presence of those things provides a strong foundation on which to adjudicate things that aren't explicitly governed by the rules, or may be but the pace and tenor of the table at the moment says "just roll" to keep the game moving or maintain a mood. I am not arguing against system in any way. the only thing I am arguing against in this thread, really, is prose bloat and maybe too many granular subsystems that can be handled with broader applicable systems (a general Athletic Contest system of opposed rolls, say, rather than a different system for every sport). Another thing I like about Dragonbane that started this whole thread, and is found in other games including saving throws and NWP from TSR era D&D among other things, is that the difficulty for tasks is inherent to the character. The GM does not need to come up with modifiers, instead just asks for the roll undermost circumstances. (I like the advice of not to use modifiers for difficulty at all; if it isn't difficult in the first place, just don't ask for a roll). So I don't think I am far from your perspective as I may have interpreted earlier. [/QUOTE]
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