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General Tabletop Discussion
*Pathfinder & Starfinder
The Core Mechanic and DCs
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<blockquote data-quote="howandwhy99" data-source="post: 5898185" data-attributes="member: 3192"><p>EDIT: I believe they said they are looking for an enclosed target number range. Something with definite top and bottom numbers. The advantage that I know of with such a system is it allows for play across many levels for PCs as the probability for success or failure on a die roll never reaches 0% or 100% for anyone regardless of class or class level. I'd expect DCs to be even more hard coded like difficulty to break a substance: skin, leather, wood, stone, metal, etc. Then having that arrangement worked into those same materials in other cases too, just as an example.</p><p></p><p>EDIT: The following was more threadpooping than anything. [sblock]I'd really rather they got rid of the concept of a core mechanic. In terms of design and play it's extraordinarily limiting. I can understand keeping it as some kind of option, perhaps where every roll is always a single d6 or d20 or something, but it's unnecessarily restrictive.</p><p></p><p>Design a game with the best possible mechanics for the design goals in question at every point. Yes, some of that may be pared down for the sake of uncomplicated rules for ease of play, something with a lower learning curve, some folks call it handling time. </p><p></p><p>When we get to module add-ons I fully expect only some of the core mechanic scores will be used and 1-2 or even a handful of new ones will be included. Designing without such freedom would be like trying to create a spaceship with only 6 kinds of Lego. We've limited the amount of air in the room. (Imagine designing with only 1 kind of Lego)[/sblock]</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5898185, member: 3192"] EDIT: I believe they said they are looking for an enclosed target number range. Something with definite top and bottom numbers. The advantage that I know of with such a system is it allows for play across many levels for PCs as the probability for success or failure on a die roll never reaches 0% or 100% for anyone regardless of class or class level. I'd expect DCs to be even more hard coded like difficulty to break a substance: skin, leather, wood, stone, metal, etc. Then having that arrangement worked into those same materials in other cases too, just as an example. EDIT: The following was more threadpooping than anything. [sblock]I'd really rather they got rid of the concept of a core mechanic. In terms of design and play it's extraordinarily limiting. I can understand keeping it as some kind of option, perhaps where every roll is always a single d6 or d20 or something, but it's unnecessarily restrictive. Design a game with the best possible mechanics for the design goals in question at every point. Yes, some of that may be pared down for the sake of uncomplicated rules for ease of play, something with a lower learning curve, some folks call it handling time. When we get to module add-ons I fully expect only some of the core mechanic scores will be used and 1-2 or even a handful of new ones will be included. Designing without such freedom would be like trying to create a spaceship with only 6 kinds of Lego. We've limited the amount of air in the room. (Imagine designing with only 1 kind of Lego)[/sblock] [/QUOTE]
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