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General Tabletop Discussion
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The Power System, Combat, and the Rest of the Game
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<blockquote data-quote="Alex319" data-source="post: 4784522" data-attributes="member: 45678"><p>Thanks for the compliments and XP! (The funny thing is, I personally have no problem with the PCs knowing game mechanics, manly because I don't mind a little OOTS-style fourth-wall-breaking humor in my games. My post was basically attempting to understand and synthesize what other peopls seem to be saying in these threads.)</p><p></p><p>Anyway, Dausuul, may I suggest <a href="http://www.faterpg.com/" target="_blank">FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM)</a> ?</p><p></p><p>I think the FATE combat system has several features that fit your goals.</p><p></p><p>The basic way it works is that every attack is attack skill vs. defense skill with possible situational modifiers, and there's a standard set of "damage" effects based on how high you make the roll by. For example, IIRC, there's "scratched" wihich is -1 next round, then "wounded" which is -1 for the rest of the combat, etc.</p><p></p><p>The following are all features that make it look like a good ift:</p><p></p><p>1. It's pretty simple without that many modifiers, so not a lot of mechanics to get in the way.</p><p></p><p>2. Most of the modifiers are relatively general (like "superior positioning" and "superior weaponry") so lots of opportunity for creativity.</p><p></p><p>3. Stunts are very easy to use because all you have to do is choose an appropriate attack and defense skill, and (possibly) a different damage effect.</p><p></p><p>4. There are so-called "aspects" that characters have, which are basically any adjective you can think of, like "bookworm," "intimidating," or even "arsonist." Any time you are in a situation where an aspect could be useful, you can spend a "fate point" to "tag" the aspect in order to get a bonus to your roll. This sounds almost exactly like your idea for "arsonist" type feats.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4784522, member: 45678"] Thanks for the compliments and XP! (The funny thing is, I personally have no problem with the PCs knowing game mechanics, manly because I don't mind a little OOTS-style fourth-wall-breaking humor in my games. My post was basically attempting to understand and synthesize what other peopls seem to be saying in these threads.) Anyway, Dausuul, may I suggest [url=http://www.faterpg.com/]FateRPG.Com: Fate: Fantastic Adventures in Tabletop Entertainment (TM)[/url] ? I think the FATE combat system has several features that fit your goals. The basic way it works is that every attack is attack skill vs. defense skill with possible situational modifiers, and there's a standard set of "damage" effects based on how high you make the roll by. For example, IIRC, there's "scratched" wihich is -1 next round, then "wounded" which is -1 for the rest of the combat, etc. The following are all features that make it look like a good ift: 1. It's pretty simple without that many modifiers, so not a lot of mechanics to get in the way. 2. Most of the modifiers are relatively general (like "superior positioning" and "superior weaponry") so lots of opportunity for creativity. 3. Stunts are very easy to use because all you have to do is choose an appropriate attack and defense skill, and (possibly) a different damage effect. 4. There are so-called "aspects" that characters have, which are basically any adjective you can think of, like "bookworm," "intimidating," or even "arsonist." Any time you are in a situation where an aspect could be useful, you can spend a "fate point" to "tag" the aspect in order to get a bonus to your roll. This sounds almost exactly like your idea for "arsonist" type feats. [/QUOTE]
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