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Touch attacks: is it just me..?
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<blockquote data-quote="woodelf" data-source="post: 1186719" data-attributes="member: 10201"><p>Yep. As a player, i want a system where the players have a lot of control. As a GM, i want a system where the players have a lot of control. IMHO, the players should not be held hostage by the mechanics, and especially not by the randomizer. I liken a good session of GMing Four Colors al Fresco to being at the reins of a runaway stagecoach--with 4 horses that are trying to get away from each other. If i, as GM, have essentially no control over how the game is going (plot or mechanics), i think it's going well.</p><p></p><p>I'm surprised to hear you say that about Castle Falkenstein--it's basically the same system as D&d3E (GM sets difficulty; player uses character stat + randomizer to try and exceed difficulty), except that the player gets to decide when to fail and when to succeed (loosely speaking). Unlike many other card-based RPGs (such as Everway), the GM really doesn't have any more input than in most diced games.</p><p></p><p>Oh, and i think Action Dice in Spycraft are one of the best things added to D20 System in the last 3 years. My own twist on them is instead of going with the semi-adversarial model given in the rulebook, put it all in the hands of the players: a player may choose to earn an action die by turning any error into a fumble, just as they may choose to spend one to turn a threat into a crit. And vice versa for NPC crits/fumbles. (Frex, if i roll a 20 for the villain's attack roll, i let the target PC know, and she can choose to let it be a crit, in return for gaining an action die.) Used it at GenCon, and the players seemed to love it.</p><p></p><p>But, yeah, in general i shy away from heavily-random RPGs. And i'm happier for it. Even as simple a thing as halving the die range (while keeping the stat range about the same), such as Ars Magica, makes a world of difference to me.</p><p></p><p>Oh, just noticed your comment: Amber DRP uses bidding for chargen. Task resolution is deterministic, using just the stats and situational modifiers.</p></blockquote><p></p>
[QUOTE="woodelf, post: 1186719, member: 10201"] Yep. As a player, i want a system where the players have a lot of control. As a GM, i want a system where the players have a lot of control. IMHO, the players should not be held hostage by the mechanics, and especially not by the randomizer. I liken a good session of GMing Four Colors al Fresco to being at the reins of a runaway stagecoach--with 4 horses that are trying to get away from each other. If i, as GM, have essentially no control over how the game is going (plot or mechanics), i think it's going well. I'm surprised to hear you say that about Castle Falkenstein--it's basically the same system as D&d3E (GM sets difficulty; player uses character stat + randomizer to try and exceed difficulty), except that the player gets to decide when to fail and when to succeed (loosely speaking). Unlike many other card-based RPGs (such as Everway), the GM really doesn't have any more input than in most diced games. Oh, and i think Action Dice in Spycraft are one of the best things added to D20 System in the last 3 years. My own twist on them is instead of going with the semi-adversarial model given in the rulebook, put it all in the hands of the players: a player may choose to earn an action die by turning any error into a fumble, just as they may choose to spend one to turn a threat into a crit. And vice versa for NPC crits/fumbles. (Frex, if i roll a 20 for the villain's attack roll, i let the target PC know, and she can choose to let it be a crit, in return for gaining an action die.) Used it at GenCon, and the players seemed to love it. But, yeah, in general i shy away from heavily-random RPGs. And i'm happier for it. Even as simple a thing as halving the die range (while keeping the stat range about the same), such as Ars Magica, makes a world of difference to me. Oh, just noticed your comment: Amber DRP uses bidding for chargen. Task resolution is deterministic, using just the stats and situational modifiers. [/QUOTE]
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