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Touch attacks: is it just me..?
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<blockquote data-quote="WizarDru" data-source="post: 1185947" data-attributes="member: 151"><p>A combination, truthfully. Most characters, at higher levels, have used the power of such books, wishes, buff items that are never taken off, and other circumstances to raise such scores. In my game's situation, individual characters are VERY good at what they do, but poorer outside their field. The rogue can literally seem to cease to exist, though her phsyical punching power is extremely limited. The archer can deal amazing damage in rapid fashion and rarely ever misses...but can be stymied badly by some types of DR.</p><p> </p><p> </p><p>Oh, trust me, my players make plenty of suboptimal choices, too...usually for roleplaying reasons. They are usually rewarded for these efforts in other ways. (You can read my Story Hour, linked below, for examples). My group is more tactical than yours, but arguably much less so than many.</p><p> </p><p>It sounds to me that you might need something like the Action Point system that Spycraft offers, or perhaps a game that uses a different mechanic, such as Castle Falkenstein's card mechanism (which I did not prefer, as it basically turned the GM into a storyteller) or something like Amber, which uses a bidding system, I think.</p><p> </p><p>What I'm arguing is for the system in general, I think, while you're arguing more in terms of verisimilitude. I wouldn't begin to argue that you're wrong on those points from that standpoint. In point of fact, I'd wager that your group is like my group in that they can be trusted to not abuse abusive rules (as the end result tends to cheat everyone). However, I like a ruleset that I don't have to step around, and the abstracts that I have to accept with D&D are, to me, an acceptable cost for a fun game. But I could easily see how you would find it otherwise.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1185947, member: 151"] A combination, truthfully. Most characters, at higher levels, have used the power of such books, wishes, buff items that are never taken off, and other circumstances to raise such scores. In my game's situation, individual characters are VERY good at what they do, but poorer outside their field. The rogue can literally seem to cease to exist, though her phsyical punching power is extremely limited. The archer can deal amazing damage in rapid fashion and rarely ever misses...but can be stymied badly by some types of DR. Oh, trust me, my players make plenty of suboptimal choices, too...usually for roleplaying reasons. They are usually rewarded for these efforts in other ways. (You can read my Story Hour, linked below, for examples). My group is more tactical than yours, but arguably much less so than many. It sounds to me that you might need something like the Action Point system that Spycraft offers, or perhaps a game that uses a different mechanic, such as Castle Falkenstein's card mechanism (which I did not prefer, as it basically turned the GM into a storyteller) or something like Amber, which uses a bidding system, I think. What I'm arguing is for the system in general, I think, while you're arguing more in terms of verisimilitude. I wouldn't begin to argue that you're wrong on those points from that standpoint. In point of fact, I'd wager that your group is like my group in that they can be trusted to not abuse abusive rules (as the end result tends to cheat everyone). However, I like a ruleset that I don't have to step around, and the abstracts that I have to accept with D&D are, to me, an acceptable cost for a fun game. But I could easily see how you would find it otherwise. [/QUOTE]
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