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Should Bounded Accuracy apply to skill checks? Thoughts on an old Alexandrian article
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<blockquote data-quote="Staffan" data-source="post: 9506910" data-attributes="member: 907"><p>See also: <em>Exalted, 3rd edition</em>.</p><p>In Exalted, the default character type is the Solar Exalted, whose theme is "excellence". Basically, they're people who are so awesome at what they do that the chief god of the setting looked at them, said "Dang, that's cool. Here, have a power upgrade." and had them go from just being skilled to being skilled to the point of doing supernatural stuff. This supernatural skill is reflected through special abilities called Charms, and for Solar Exalted these are linked to different skills.</p><p></p><p>One issue with the previous editions of the game is that since the combat rules (as in most games) are the most detailed, combat skills have a lot more room for mechanically meaningful Charms than other skills. For example, Melee had something like 30-40 charms for various things like parries, accuracy, counterattacks, damage, throwing your weapon and have it return, quickdrawing, multiattacks, and probably some other aspects I can't recall. Bureaucracy had like 5 or 6, because Bureaucracy didn't really have any rules associated with it even though it can be narratively fairly important for things like planning, logistics, running a merchant empire, making sure your army is fed and equipped, and so on.</p><p></p><p>So what they did in 3rd edition was add rules for a lot of non-combat stuff in order to get mechanical hooks from which you can hang Charms. And the result was, of course, that the game became a rules-heavy mess.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9506910, member: 907"] See also: [I]Exalted, 3rd edition[/I]. In Exalted, the default character type is the Solar Exalted, whose theme is "excellence". Basically, they're people who are so awesome at what they do that the chief god of the setting looked at them, said "Dang, that's cool. Here, have a power upgrade." and had them go from just being skilled to being skilled to the point of doing supernatural stuff. This supernatural skill is reflected through special abilities called Charms, and for Solar Exalted these are linked to different skills. One issue with the previous editions of the game is that since the combat rules (as in most games) are the most detailed, combat skills have a lot more room for mechanically meaningful Charms than other skills. For example, Melee had something like 30-40 charms for various things like parries, accuracy, counterattacks, damage, throwing your weapon and have it return, quickdrawing, multiattacks, and probably some other aspects I can't recall. Bureaucracy had like 5 or 6, because Bureaucracy didn't really have any rules associated with it even though it can be narratively fairly important for things like planning, logistics, running a merchant empire, making sure your army is fed and equipped, and so on. So what they did in 3rd edition was add rules for a lot of non-combat stuff in order to get mechanical hooks from which you can hang Charms. And the result was, of course, that the game became a rules-heavy mess. [/QUOTE]
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