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General Tabletop Discussion
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On simulating things: what, why, and how?
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<blockquote data-quote="Manbearcat" data-source="post: 8674233" data-attributes="member: 6696971"><p>So this is effectively one way how Forged in the Dark handles this (while using the 4e model as well). However, of note:</p><p></p><p>* The game is heavily structured. You've got 3 distinct phases which make up a distinct loop. In terms of the actual play, this is no different than having an Adventuring Day (between Long Rests) and scenes (Combat or Skill Challenge). This structure and all of the tightly designed game tech that integrates with it creates the balance for Skilled Play to dictate the results of the play loop.</p><p></p><p>* So take the two Class Features below. One is straight-up a Blades iteration of 4e while the other is more like you're conceiving above (sub Stress for your Vigour):</p><p></p><p></p><p></p><p></p><p></p><p>You have 1 Special Armor box, so Shadow means you can use this once per play loop (a "Daily" if you will).</p><p></p><p>You have 9 Stress so <em>technically </em>you could use Ghost Veil multiple times per play loop. But that won't ever happen (nor have I seen the big guns like Ghost Veil pulled out more than one time per play loop - which really means one time per Score because no one is using this during Info Gathering/Free Play) because its so costly and its paramount that you have your Stress "banked" for all the other things you need it for; Pushing, Assisting, taking Stress when you Lead a Group Move, Resisting Consequences.</p><p></p><p>So, effectively, its borderline just veneer (in terms of Sim immersionist priorities) that it isn't a "Daily." The only thing in the design of Ghost Veil that separates it from Shadow is that Ghost Veil interacts with your Stress (pool) rather than working with your (singular) Special Armor box (which might be shared with other features if your Crew has them or if you have two abilities that use it). What this enables in play is that it allows for a chunky decision-point (when to deploy Ghost Veil, when to hold off, or even if you want to deploy it at all) around Stress (pool) management. </p><p></p><p>Two different designs, but, effectively, they're both only being used 1/play loop (and really 1/Score). The only difference is in the Skilled Play management that it creates.</p><p></p><p>I'm assuming that, despite this, you still feel that Ghost Veil is less "jarring" than Shadow, yes?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8674233, member: 6696971"] So this is effectively one way how Forged in the Dark handles this (while using the 4e model as well). However, of note: * The game is heavily structured. You've got 3 distinct phases which make up a distinct loop. In terms of the actual play, this is no different than having an Adventuring Day (between Long Rests) and scenes (Combat or Skill Challenge). This structure and all of the tightly designed game tech that integrates with it creates the balance for Skilled Play to dictate the results of the play loop. * So take the two Class Features below. One is straight-up a Blades iteration of 4e while the other is more like you're conceiving above (sub Stress for your Vigour): You have 1 Special Armor box, so Shadow means you can use this once per play loop (a "Daily" if you will). You have 9 Stress so [I]technically [/I]you could use Ghost Veil multiple times per play loop. But that won't ever happen (nor have I seen the big guns like Ghost Veil pulled out more than one time per play loop - which really means one time per Score because no one is using this during Info Gathering/Free Play) because its so costly and its paramount that you have your Stress "banked" for all the other things you need it for; Pushing, Assisting, taking Stress when you Lead a Group Move, Resisting Consequences. So, effectively, its borderline just veneer (in terms of Sim immersionist priorities) that it isn't a "Daily." The only thing in the design of Ghost Veil that separates it from Shadow is that Ghost Veil interacts with your Stress (pool) rather than working with your (singular) Special Armor box (which might be shared with other features if your Crew has them or if you have two abilities that use it). What this enables in play is that it allows for a chunky decision-point (when to deploy Ghost Veil, when to hold off, or even if you want to deploy it at all) around Stress (pool) management. Two different designs, but, effectively, they're both only being used 1/play loop (and really 1/Score). The only difference is in the Skilled Play management that it creates. I'm assuming that, despite this, you still feel that Ghost Veil is less "jarring" than Shadow, yes? [/QUOTE]
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