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General Tabletop Discussion
*Pathfinder & Starfinder
So its all about combat again?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5936946" data-attributes="member: 54877"><p>I think there are two things at work here, which puts me, if I understand both of you correctly, partially in agreement with you and partially with pemerton:</p><ol> <li data-xf-list-type="ol">There isn't enough mechanical heft to the 4E skill challenge system. This has all kinds of negative repercussions, but the main one for this discussion is that it removes or negates likely player decision points. Having some form of "hit points" replace "successes" and "failures" in a 4E skill challenge would thus be one possible way to partially address this limitation, analogous to the same decision making prompted by a decreasing set of hit points.</li> <li data-xf-list-type="ol">The nature of 3E/4E skills (generally allowing rerolls, binary results, escalating DCs, etc.) is not conducive to having bounded conflict resolution. Nevertheless, some bounds are necessary for this part of the game to mechanically matter.</li> </ol><p>Or, you can't tack a poorly explained conflict resolution system, meant to have some narrative influence, on top of a poorly thought out skills system, meant to have some simulation influence, on top of a mainly gamist character system--and then expect it too somehow all work great and be understood by everyone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p> </p><p>All that doesn't mean the results in 5E for interaction and exploration need to be rules heavy. They can be about as light as the core combat rules are thus far. It does mean that whatever interaction and exploration mechanical choices are present, they must be integrated into the ruleset--and thus allowed to change it somewhat at the fundamental level.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5936946, member: 54877"] I think there are two things at work here, which puts me, if I understand both of you correctly, partially in agreement with you and partially with pemerton: [LIST=1] [*]There isn't enough mechanical heft to the 4E skill challenge system. This has all kinds of negative repercussions, but the main one for this discussion is that it removes or negates likely player decision points. Having some form of "hit points" replace "successes" and "failures" in a 4E skill challenge would thus be one possible way to partially address this limitation, analogous to the same decision making prompted by a decreasing set of hit points. [*]The nature of 3E/4E skills (generally allowing rerolls, binary results, escalating DCs, etc.) is not conducive to having bounded conflict resolution. Nevertheless, some bounds are necessary for this part of the game to mechanically matter. [/LIST]Or, you can't tack a poorly explained conflict resolution system, meant to have some narrative influence, on top of a poorly thought out skills system, meant to have some simulation influence, on top of a mainly gamist character system--and then expect it too somehow all work great and be understood by everyone. ;) All that doesn't mean the results in 5E for interaction and exploration need to be rules heavy. They can be about as light as the core combat rules are thus far. It does mean that whatever interaction and exploration mechanical choices are present, they must be integrated into the ruleset--and thus allowed to change it somewhat at the fundamental level. [/QUOTE]
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So its all about combat again?
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