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<blockquote data-quote="Psion" data-source="post: 2282402" data-attributes="member: 172"><p>Okay, I'm not sure what you are saying, so let me just take up your question and let's go from there.</p><p></p><p>I'm not seeing, when it comes to factoring in difficulty, how the two models you propose vary greatly. (I have other reasons for disliking the dice pool, but I don't want to sidetrack, even though it is marginally related.) Qualitatively, they have a similar approach and are a nice starting point for a robust system.</p><p></p><p>Now, if you stopped there, I would say you have a system, in either case, that has a large degree of reliance of GM ajudication. One GM may rule something a factor for or against that another would not, or the same GM may rule differently in similar circumstances.</p><p></p><p>Now if you allow different sizes of bonuses or penalties, and assign some common "factors" specific bonuses or penalties, the game becomes more rules heavy, but it becomes more consistent, since there are certain things that will always be factors for or against, and these things are recorded. Further, even if your list of factors is less than exhaustive, they can be used as reference points which can make even your GM calls more self consistent, since you have a sort of standard.</p></blockquote><p></p>
[QUOTE="Psion, post: 2282402, member: 172"] Okay, I'm not sure what you are saying, so let me just take up your question and let's go from there. I'm not seeing, when it comes to factoring in difficulty, how the two models you propose vary greatly. (I have other reasons for disliking the dice pool, but I don't want to sidetrack, even though it is marginally related.) Qualitatively, they have a similar approach and are a nice starting point for a robust system. Now, if you stopped there, I would say you have a system, in either case, that has a large degree of reliance of GM ajudication. One GM may rule something a factor for or against that another would not, or the same GM may rule differently in similar circumstances. Now if you allow different sizes of bonuses or penalties, and assign some common "factors" specific bonuses or penalties, the game becomes more rules heavy, but it becomes more consistent, since there are certain things that will always be factors for or against, and these things are recorded. Further, even if your list of factors is less than exhaustive, they can be used as reference points which can make even your GM calls more self consistent, since you have a sort of standard. [/QUOTE]
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