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<blockquote data-quote="Celebrim" data-source="post: 9348456" data-attributes="member: 4937"><p>IIRC, I called those two specific skills out as well so it sounds like you and I both have a lot of real world GMing experience. </p><p></p><p>I could get into other ones potentially like lifting, jumping and carrying, but there the reason a single core mechanic tends to fail is different than the first two. Simple single core mechanics just fail to give robust results continuously, and I have seen tables deal with that in two ways. Some just lean heavily into fiat and house rulings and full GM trust, and sort of whenever they hit an exception drop the rule. Others just avoid doing anything that would challenge their rules. But obviously there are tradeoffs in both approaches. The first for example means any real sort of challenge aesthetic is hard to maintain because the GM has so much power that you're confined to just cooperative story telling of some form. </p><p></p><p>But I'm not even really getting into the questions of how you really design a robust challenge resolution system. We can assume for these purposes that such a robust complete challenge resolution systems exists in about 30 pages of space. I'm not going to complicate the discussion by getting into even why that can be a bad idea.</p><p></p><p>I'm saying that you've barely begun to build a game at the point that you have some sort of generic fortune mechanic.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9348456, member: 4937"] IIRC, I called those two specific skills out as well so it sounds like you and I both have a lot of real world GMing experience. I could get into other ones potentially like lifting, jumping and carrying, but there the reason a single core mechanic tends to fail is different than the first two. Simple single core mechanics just fail to give robust results continuously, and I have seen tables deal with that in two ways. Some just lean heavily into fiat and house rulings and full GM trust, and sort of whenever they hit an exception drop the rule. Others just avoid doing anything that would challenge their rules. But obviously there are tradeoffs in both approaches. The first for example means any real sort of challenge aesthetic is hard to maintain because the GM has so much power that you're confined to just cooperative story telling of some form. But I'm not even really getting into the questions of how you really design a robust challenge resolution system. We can assume for these purposes that such a robust complete challenge resolution systems exists in about 30 pages of space. I'm not going to complicate the discussion by getting into even why that can be a bad idea. I'm saying that you've barely begun to build a game at the point that you have some sort of generic fortune mechanic. [/QUOTE]
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