Yeah the combat thing threw me for a loop but then when you think of it outside of D&D I can get it there are games that downplay or even penalize for combat (Dr. Who rpg for example) and some games where it just wouldn't be appropriate to describe it graphically or even engage in it for the most part (My Little Pony rpg). But yeah it does seem to have been applied here to D&D in a much more liberal way with limitations, if any, that I am still unclear on.
Having played a number of indie games with all sorts of different scope, scale and resolutions theres a lot of different ways to rpg.
A good deal of those techniques can be adopted to harder games like dnd.
But it does need to be done with care, finesse and an understanding of the differences in the audience expectations to be done well.
Some games allow for resolution of group combats in just a few checks... Not a good match nexessarily for a game system with a lot of combat fiddly bits in the chargen.
Thats one of the mashup mistakes i watch out for - is my new insert at odds with something focused on in chatacter design/development? Will it nullify a "tough choice" or "meaningful choice" the players (or other players
) had to make?
If so, then either the new insertion has to be rethought or that base choice does.
It boils down to at one level why make them do work on stuuf my new insertion mashup makes frivolous?
Use rules that match your style.
In a VtM elders game, i handle motorcycles and gear and stuff with wealth scores and occasional checks if the purchase or on-hand threshold exceeded your score and getting around town isnt a thing - no need for **either** detailed spending on a bike or detailed backgrounding.
Keeps the rules reflecting the game we want without need for meta-eraser work-arounds.
Btw - eveey gm should run at least one diceless game. It makes your diced game GMing better imo.