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<blockquote data-quote="GMMichael" data-source="post: 6686119" data-attributes="member: 6685730"><p>Light years, yes. But pretty cool to know what might have been the grandpa-system that spawned cooler games later.</p><p></p><p>Good point, but it looks very D&D-centric. Some game systems might not recognize such a divide between accuracy and damage. Did you watch Titansgrave? I think a 12 was all you needed to hit just about anything...but your comment points at this, for me: is there a clear divide between the attacks of someone with no skill with a particular weapon, and a master of that weapon? And I think this type of feature is pretty common amongst RPGs.</p><p></p><p>How could I overlook this? Stamatigue! My Oblivion character looked like a complete drunk, constantly falling over in front of a bandit, simply because that bandit's weapon was draining his stamina to zero. Annoying, but pretty dang funny.</p><p></p><p>Does your game system have an exhaustion rule? A limit to special moves? A number of action points that come back over time? On the other hand, isn't the stamina system just a way to keep you from power-attacking non-stop?</p><p></p><p>Pollico, it's the little things that make the difference. Any game can be based in Cyrodiil. But a game that ignores stamina, defenses, and crafting is going to feel less TES than one that doesn't. You're right about the medium though: TES is a video game, so it can't be easily ported to a tabletop without minding the details.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6686119, member: 6685730"] Light years, yes. But pretty cool to know what might have been the grandpa-system that spawned cooler games later. Good point, but it looks very D&D-centric. Some game systems might not recognize such a divide between accuracy and damage. Did you watch Titansgrave? I think a 12 was all you needed to hit just about anything...but your comment points at this, for me: is there a clear divide between the attacks of someone with no skill with a particular weapon, and a master of that weapon? And I think this type of feature is pretty common amongst RPGs. How could I overlook this? Stamatigue! My Oblivion character looked like a complete drunk, constantly falling over in front of a bandit, simply because that bandit's weapon was draining his stamina to zero. Annoying, but pretty dang funny. Does your game system have an exhaustion rule? A limit to special moves? A number of action points that come back over time? On the other hand, isn't the stamina system just a way to keep you from power-attacking non-stop? Pollico, it's the little things that make the difference. Any game can be based in Cyrodiil. But a game that ignores stamina, defenses, and crafting is going to feel less TES than one that doesn't. You're right about the medium though: TES is a video game, so it can't be easily ported to a tabletop without minding the details. [/QUOTE]
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