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<blockquote data-quote="Lord Mhoram" data-source="post: 7718987" data-attributes="member: 4789"><p>To me that is the difference between a failed die roll, and a sucessful, and the title is because his skill rolls are higher than everyone else's. Different mechanics and interpretation to get to same end result. To make it clear I understand the use of fate point, and how they interact. It's just a mechanic I don't find useful.</p><p></p><p></p><p></p><p></p><p>The games I played for the longest amount of time over the years:</p><p>AD&D 1st</p><p>Champions/Hero</p><p>AD&D 3.x/Pathfinder.</p><p></p><p>Each of those I've played for over a decade each, with overlap (Hero has been my go-to system 32 years). I've played many other games over the years, but they didn't hold my interest for more than 6 months or a year, and were left by the wayside.</p><p></p><p>I don't mind those ideas as long as the use of such mechanics are tied to an in character choice and use, rather than player choice, I'm better with it. I can deal with luck dice in WOIN, as it isn't tied to an aspect of definition to the character, using it is just "they get a lucky shot" and gaining those points has nothing to do with plot, accepting bad thing, or whatnot. It's just a pool of luck everyone has.</p><p></p><p></p><p></p><p></p><p></p><p>This is going to sound arrogant, and dismissive, but that isn't my intent. To me that is just roleplaying, and I don't need a mechanic. Over the years I've made many many suboptimal choices, because while I'm playing the character, in the moment, feeling the emotions the character is feeling, that is what they would do. I don't need an outside force pushing me to do that... which is probably why I dislike them, and feel they remove my immersion, because it should be the character's choice (thought my agency as the player) to make the bad choice, not the system, mechanic or GM. Otherwise it isn't the player/character making the choice, it's outside them, and that is part of what breaks immersion for me.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 7718987, member: 4789"] To me that is the difference between a failed die roll, and a sucessful, and the title is because his skill rolls are higher than everyone else's. Different mechanics and interpretation to get to same end result. To make it clear I understand the use of fate point, and how they interact. It's just a mechanic I don't find useful. The games I played for the longest amount of time over the years: AD&D 1st Champions/Hero AD&D 3.x/Pathfinder. Each of those I've played for over a decade each, with overlap (Hero has been my go-to system 32 years). I've played many other games over the years, but they didn't hold my interest for more than 6 months or a year, and were left by the wayside. I don't mind those ideas as long as the use of such mechanics are tied to an in character choice and use, rather than player choice, I'm better with it. I can deal with luck dice in WOIN, as it isn't tied to an aspect of definition to the character, using it is just "they get a lucky shot" and gaining those points has nothing to do with plot, accepting bad thing, or whatnot. It's just a pool of luck everyone has. This is going to sound arrogant, and dismissive, but that isn't my intent. To me that is just roleplaying, and I don't need a mechanic. Over the years I've made many many suboptimal choices, because while I'm playing the character, in the moment, feeling the emotions the character is feeling, that is what they would do. I don't need an outside force pushing me to do that... which is probably why I dislike them, and feel they remove my immersion, because it should be the character's choice (thought my agency as the player) to make the bad choice, not the system, mechanic or GM. Otherwise it isn't the player/character making the choice, it's outside them, and that is part of what breaks immersion for me. [/QUOTE]
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