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<blockquote data-quote="Felon" data-source="post: 3021455" data-attributes="member: 8158"><p>Perhaps not, but you probably did it to try and emulate a certain genre, or combination of genres. In which case, rules for converting elements of that genre into game mechanics would be handy. It would be nice to have rules for things like starship combat. </p><p></p><p></p><p></p><p>There are distinctions between what makes for good literature and what makes for a good game. A game has its own version of what "makes sense" for a character to be able to do. In literature, one cool character can overshadow his comrades. He can either be the focal point of events, or he can wait in the wings serving in an avuncular role while the reader waits eagerly for him to step forward and do something super-badass. In a game, you have a group of players, and most folks don't want to feel like second bananas. </p><p></p><p></p><p></p><p>6th level on the nose. To answer your question, yes it was terrible. Terribly exasperating. No, fatigue did not seem like a strong deterent. He made his fatigue saves when he needed to and was content to take a load off after single-handedly elementally smiting foes or solving a mystery or teleporting back to the safety of his home. The simple truth is, most adventures aren't geared around an overwhelming quantity of encounters.</p><p></p><p>And let's face it, by your own rationale how can it be argued that fatigue is all that restrictive? After all, if it wasn't a very soft control, then it would constitute the same kind of anti-immersive, "unjustifiable" control that vancian slots represent, eh?</p></blockquote><p></p>
[QUOTE="Felon, post: 3021455, member: 8158"] Perhaps not, but you probably did it to try and emulate a certain genre, or combination of genres. In which case, rules for converting elements of that genre into game mechanics would be handy. It would be nice to have rules for things like starship combat. There are distinctions between what makes for good literature and what makes for a good game. A game has its own version of what "makes sense" for a character to be able to do. In literature, one cool character can overshadow his comrades. He can either be the focal point of events, or he can wait in the wings serving in an avuncular role while the reader waits eagerly for him to step forward and do something super-badass. In a game, you have a group of players, and most folks don't want to feel like second bananas. 6th level on the nose. To answer your question, yes it was terrible. Terribly exasperating. No, fatigue did not seem like a strong deterent. He made his fatigue saves when he needed to and was content to take a load off after single-handedly elementally smiting foes or solving a mystery or teleporting back to the safety of his home. The simple truth is, most adventures aren't geared around an overwhelming quantity of encounters. And let's face it, by your own rationale how can it be argued that fatigue is all that restrictive? After all, if it wasn't a very soft control, then it would constitute the same kind of anti-immersive, "unjustifiable" control that vancian slots represent, eh? [/QUOTE]
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