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Sorry - I think the point was missed...
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2428293" data-attributes="member: 22882"><p>The difference is that, in the type of rules-lite game you're talking about, the "rules," and the "game," are about the "story." They don't have to be variable or inconsistent in the least. Whether those games succeed in being consistent is up to the gamer to decide, but nothing about abstracting elements further makes it otherwise.</p><p></p><p>For example, if you roll 3d6 of 'Investigate Crime Scene' against an NPC's 2d6 of 'Commit Perfect Crime' and get a higher number, you find a clue. If you roll under, you don't. Consistent. The game might even provide a range by which you can succeed or fail. You might not even need a GM (in which case the 2d6 of 'Commit Perfect Crime' belong to another player - the fiend!) and the game may even be competitive.</p><p></p><p>How is this not a game?</p><p></p><p></p><p></p><p>I solve this by moving from pseudo-point-buy to true point-buy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>I believe Fantasy HERO builds a goodly number of example powers for you. I don't have that book yet, myself.</p><p></p><p></p><p></p><p>A system like... HERO, you mean? <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>What part of what you describe is different from how the HERO core rules for powers work? I really don't understand. Energy Burst? Fly? Transform? Shield? These ARE the HERO powers! The only difference I can see is that you want the aspects spelled out. I really don't understand that.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2428293, member: 22882"] The difference is that, in the type of rules-lite game you're talking about, the "rules," and the "game," are about the "story." They don't have to be variable or inconsistent in the least. Whether those games succeed in being consistent is up to the gamer to decide, but nothing about abstracting elements further makes it otherwise. For example, if you roll 3d6 of 'Investigate Crime Scene' against an NPC's 2d6 of 'Commit Perfect Crime' and get a higher number, you find a clue. If you roll under, you don't. Consistent. The game might even provide a range by which you can succeed or fail. You might not even need a GM (in which case the 2d6 of 'Commit Perfect Crime' belong to another player - the fiend!) and the game may even be competitive. How is this not a game? I solve this by moving from pseudo-point-buy to true point-buy. :D I believe Fantasy HERO builds a goodly number of example powers for you. I don't have that book yet, myself. A system like... HERO, you mean? ;) What part of what you describe is different from how the HERO core rules for powers work? I really don't understand. Energy Burst? Fly? Transform? Shield? These ARE the HERO powers! The only difference I can see is that you want the aspects spelled out. I really don't understand that. [/QUOTE]
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