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General Tabletop Discussion
*Dungeons & Dragons
Traits, Flaws, and Bonds L&L May 5th
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<blockquote data-quote="pemerton" data-source="post: 6297072" data-attributes="member: 42582"><p>Although I would like to see some sort of mechanic built around these ideals, bonds and flaws, I think Ratskinner is right to see a potential dissimilarity between Fate (or in my case Marvel Heroic RP, which is the system I know better and use as my mental proxy for Fate) and D&D, and to worry that this could put pressure on any such mechanics.</p><p></p><p>It is not fair to say that such pressure is simply the fault of the GM. In D&D it is hard, for instance, to "soak" as many points in non-combat resolution as combat resolution, simply because the latter involves so many dice rolls. Whereas if you look at systems that use Fate-style mechanics (or other forms of personality mechanics, like the augments in HeroWars/Quest), they are much more uniform across combat/non-combat, and hence there is no general optimisation strategy based on gaming the combat/non-combat divide.</p><p></p><p>This is why I am also hoping that D&Dnext will include some sort of skill challenge mechanic to help reduce that mechanical divide (even though it probably won't fully eliminate it)!</p><p></p><p>I don't see why having a system that allowed them to have mechanical weight would be <em>forcing</em> anything on anyone. Who is being forced to use it?</p><p></p><p>Why not? If you don't want to use personality mechanics, don't use them.</p><p></p><p>A system of the sort being discussed wouldn't be cross-contaminating other features of action resolution. It would sit on top of them (or next to them - choose your preferred metaphor).</p></blockquote><p></p>
[QUOTE="pemerton, post: 6297072, member: 42582"] Although I would like to see some sort of mechanic built around these ideals, bonds and flaws, I think Ratskinner is right to see a potential dissimilarity between Fate (or in my case Marvel Heroic RP, which is the system I know better and use as my mental proxy for Fate) and D&D, and to worry that this could put pressure on any such mechanics. It is not fair to say that such pressure is simply the fault of the GM. In D&D it is hard, for instance, to "soak" as many points in non-combat resolution as combat resolution, simply because the latter involves so many dice rolls. Whereas if you look at systems that use Fate-style mechanics (or other forms of personality mechanics, like the augments in HeroWars/Quest), they are much more uniform across combat/non-combat, and hence there is no general optimisation strategy based on gaming the combat/non-combat divide. This is why I am also hoping that D&Dnext will include some sort of skill challenge mechanic to help reduce that mechanical divide (even though it probably won't fully eliminate it)! I don't see why having a system that allowed them to have mechanical weight would be [I]forcing[/I] anything on anyone. Who is being forced to use it? Why not? If you don't want to use personality mechanics, don't use them. A system of the sort being discussed wouldn't be cross-contaminating other features of action resolution. It would sit on top of them (or next to them - choose your preferred metaphor). [/QUOTE]
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