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<blockquote data-quote="Imaro" data-source="post: 5273814" data-attributes="member: 48965"><p>Yep, I agree that you need rules to resolve conflicts, the problem arises when people assume combat = conflict... when conflict can encompass so much more. The fate of your party could easily rest in how quickly or how well you can build a makeshift boat... that's direct conflict resolution that has nothing to do with combat. IMO, a robust conflict resolution system (as opposed to a robust combat resolution system) allows you to decide how a conflict is resolved as opposed to pushing you into a certain direction because that is what is mechanically supported...YMMV of course.</p><p> </p><p></p><p> </p><p>I think you missed my point, I'm not saying I think the powers a re a bad thing, especially since we also have utility powers, some of which allow one to do things outside of combat, and surprise, surprise... players actually pick them and use them. In other words there is already a precedence for mechanical support of non-combat actions.</p><p> </p><p></p><p> </p><p>Or we could have a general framework that's a little more robust than a +2 to a skill or new class skill for the background you picked. Why do there have to be exact rules for every permutation of a background or skill? You're assuming a methodology that isn't necessarily how the system has to be implemented. And ultimately, just like with combat there will be a DM fiat space somwhere within the mechanics.</p><p> </p><p></p><p> </p><p>Yet again, most people claim this is not a problem with powers... so why would it be a problem with another area of the game? As far as the swim example... don't you run into the problem of Joe Dwarf without Athletics in the same situation? It's called adversity and problem solving, I'm not seeing the problem... everyone can't do everything.</p><p> </p><p></p><p> </p><p>Again, a general framework... which is what most rpg's do anyway... with specific rules for the most common uses and the rest is left in DM fiat space.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5273814, member: 48965"] Yep, I agree that you need rules to resolve conflicts, the problem arises when people assume combat = conflict... when conflict can encompass so much more. The fate of your party could easily rest in how quickly or how well you can build a makeshift boat... that's direct conflict resolution that has nothing to do with combat. IMO, a robust conflict resolution system (as opposed to a robust combat resolution system) allows you to decide how a conflict is resolved as opposed to pushing you into a certain direction because that is what is mechanically supported...YMMV of course. I think you missed my point, I'm not saying I think the powers a re a bad thing, especially since we also have utility powers, some of which allow one to do things outside of combat, and surprise, surprise... players actually pick them and use them. In other words there is already a precedence for mechanical support of non-combat actions. Or we could have a general framework that's a little more robust than a +2 to a skill or new class skill for the background you picked. Why do there have to be exact rules for every permutation of a background or skill? You're assuming a methodology that isn't necessarily how the system has to be implemented. And ultimately, just like with combat there will be a DM fiat space somwhere within the mechanics. Yet again, most people claim this is not a problem with powers... so why would it be a problem with another area of the game? As far as the swim example... don't you run into the problem of Joe Dwarf without Athletics in the same situation? It's called adversity and problem solving, I'm not seeing the problem... everyone can't do everything. Again, a general framework... which is what most rpg's do anyway... with specific rules for the most common uses and the rest is left in DM fiat space. [/QUOTE]
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