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General Tabletop Discussion
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Reason for including Endurance instead of just Fortitude?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4939520" data-attributes="member: 710"><p>That is an issue. But it might be dealt with in some ways, like having the benefits of skill training be more nuanced and every class having some benefits in that area. Or just by having them be considered skills for most mechanical purposes, but give them a special "silo". </p><p></p><p>The interesting thing is it also opens up other uses. It might actually be okay to use Bluff as an attack skill vs Insight for example. Or Use the Force vs Willpower. It helps "fixing" the math further by removing the disparity between attack rolls and "normal" checks. </p><p></p><p>It obviously introduces new problems, too. </p><p></p><p>In Torg, there were about 5 skills that had strong in-combat use (but didn't deal or inflict damage directly). </p><p>Maneuver, Trick, Taunt, Test of Wills, Intimidate. You resisted these skills with the skill itself. It was impossible to keep all the related attributes and skills high, you had to choose your speciality and ensure that the group overall would cover them all. Monsters, of course, had the same weaknesses. Even the most deadly Cyborg from the Cyberpapacy might be highly suspectible to a Trick or Test of Wills, weakening him to make it easier to avoid his attacks or possibly even land your own. </p><p></p><p>I suppose even 5E won't go that far.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4939520, member: 710"] That is an issue. But it might be dealt with in some ways, like having the benefits of skill training be more nuanced and every class having some benefits in that area. Or just by having them be considered skills for most mechanical purposes, but give them a special "silo". The interesting thing is it also opens up other uses. It might actually be okay to use Bluff as an attack skill vs Insight for example. Or Use the Force vs Willpower. It helps "fixing" the math further by removing the disparity between attack rolls and "normal" checks. It obviously introduces new problems, too. In Torg, there were about 5 skills that had strong in-combat use (but didn't deal or inflict damage directly). Maneuver, Trick, Taunt, Test of Wills, Intimidate. You resisted these skills with the skill itself. It was impossible to keep all the related attributes and skills high, you had to choose your speciality and ensure that the group overall would cover them all. Monsters, of course, had the same weaknesses. Even the most deadly Cyborg from the Cyberpapacy might be highly suspectible to a Trick or Test of Wills, weakening him to make it easier to avoid his attacks or possibly even land your own. I suppose even 5E won't go that far. [/QUOTE]
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Reason for including Endurance instead of just Fortitude?
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