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<blockquote data-quote="doctorbadwolf" data-source="post: 8564045" data-attributes="member: 6704184"><p>In my own game, I went with Fatigue, which can be gained physically, emotionally, mentally, etc, Toughness which is set by the higher of Fortitude or Will, and Trauma, which has different tracks for physical and mental. </p><p> </p><p>This way you can use a skill like Influence (Flyting) to apply insult as a combat maneuver, you can headbutt someone with Hand-To-Hand (Striking) to win an argument, etc, and it inflicts fatigue and potentially Trauma. </p><p></p><p>How does one determine fluency? </p><p></p><p>Yeah! What I’ve been doing without any real formality is doing exactly that with the Downtime mechanics. </p><p></p><p>I’d actually be interested in a 5e-powered game that used this model for combat. </p><p></p><p>I am building a similar structure in my game for conflicts, investigations, parlays, and ritual workings. Each has some widgets particular to it, but they have a optional Prep work, opening/initiative round, and then go in 3-phase rounds until resolved. The main differentiation comes into the types of actions being taken, and how each type of scene is resolved. </p><p></p><p>I like that a lot. I think using that idea, I’d give each class and background a scenario wherein they can ignore the hierarchy, like a Bard getting an audience, but they’d still have to work harder to get anything out of it if they’re lower in the hierarchy. Maybe only backgrounds.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8564045, member: 6704184"] In my own game, I went with Fatigue, which can be gained physically, emotionally, mentally, etc, Toughness which is set by the higher of Fortitude or Will, and Trauma, which has different tracks for physical and mental. This way you can use a skill like Influence (Flyting) to apply insult as a combat maneuver, you can headbutt someone with Hand-To-Hand (Striking) to win an argument, etc, and it inflicts fatigue and potentially Trauma. How does one determine fluency? Yeah! What I’ve been doing without any real formality is doing exactly that with the Downtime mechanics. I’d actually be interested in a 5e-powered game that used this model for combat. I am building a similar structure in my game for conflicts, investigations, parlays, and ritual workings. Each has some widgets particular to it, but they have a optional Prep work, opening/initiative round, and then go in 3-phase rounds until resolved. The main differentiation comes into the types of actions being taken, and how each type of scene is resolved. I like that a lot. I think using that idea, I’d give each class and background a scenario wherein they can ignore the hierarchy, like a Bard getting an audience, but they’d still have to work harder to get anything out of it if they’re lower in the hierarchy. Maybe only backgrounds. [/QUOTE]
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