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General Tabletop Discussion
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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="Ovinomancer" data-source="post: 7556069" data-attributes="member: 16814"><p>To follow-up the above with an overarching point: systems very much impact play. You can't get everything within 5e, for instance, because it's system prioritizes and incentivizes certain themes and design goals. Same with PbtA games: they do some things poorly that 5e does well. The upshot of this is to understand the system you're using and understand that some design goals are incompatible with the system. By that I mean of course you can hack something in, but it will jar with the system and never quite fit. Recognizing this will save lots of heartache.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7556069, member: 16814"] To follow-up the above with an overarching point: systems very much impact play. You can't get everything within 5e, for instance, because it's system prioritizes and incentivizes certain themes and design goals. Same with PbtA games: they do some things poorly that 5e does well. The upshot of this is to understand the system you're using and understand that some design goals are incompatible with the system. By that I mean of course you can hack something in, but it will jar with the system and never quite fit. Recognizing this will save lots of heartache. [/QUOTE]
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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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