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What do you, personally, need a system to do for you?
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<blockquote data-quote="payn" data-source="post: 9660729" data-attributes="member: 90374"><p>At one point in time I was definitely all about rules over rulings. I was a bit younger and less experienced and had a slew of bad GMs which I now know was the problem. So, I have much less of a need for the system to provide an answer for everything. What I do want is a solid resolution system that is flexible and anything can be run through it. </p><p></p><p>For example, Mongoose Traveller 2E uses 2D6+mod+skill target 8. If its difficult target 10. They added boon/bane which works like advantage from 5E. On top of all that they also use effect which is the number you miss or beat the target by. For example, if you roll a 10 on an 8, your effect is 2. This can equal out to more damage but also it can mean degrees of success. </p><p></p><p>With the above system from Traveller 'goose 2E, I feel confident I can adjudicate any situation as it arises, and my players will understand how I come to the ruling. Yes, its often a discussion to reach the conclusion, but having a common framework makes that an easy discussion that makes sense. Gone are the days of the GM just pulling something out of the air. </p><p></p><p>On the contrary, I do still love Pathfinder Classic which is my go to for fantasy even today. I found the sub-systems to be a lot of fun, even if they needed a bit more playtesting before going out the door every month from Paizo. I really enjoyed having mini games for haunts, chases, social scenes, etc.. I know that mechanical heft was too much for the average gamer, or perhaps the average gamer just likes more simplicity (cant argue with 5E success) but I feel like it gives the game a much needed variety in its operation. The additions were a welcome spice to the same dish being served over and over.</p><p></p><p>When thinking about the difference between the two, I think a lot of the determination lies with progression. Traveller, for example, has a flatter progression overall. Once your PC has been created, they wont change much in ability. The game allows more of a focus on whats happening in it, as opposed to gaining items and power like D&D/PF. In the latter sense, I really enjoy the complexities of sub-systems in PF1 because you have so many ways to interact between class/archetype/prestige, feats, and skills. All these things can be adapted during play and focuses can be moved from one to the next. Character ability is dynamic and the possibilities are endless. You need a robust amount of systems to allow that myriad of opportunity to shine. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9660729, member: 90374"] At one point in time I was definitely all about rules over rulings. I was a bit younger and less experienced and had a slew of bad GMs which I now know was the problem. So, I have much less of a need for the system to provide an answer for everything. What I do want is a solid resolution system that is flexible and anything can be run through it. For example, Mongoose Traveller 2E uses 2D6+mod+skill target 8. If its difficult target 10. They added boon/bane which works like advantage from 5E. On top of all that they also use effect which is the number you miss or beat the target by. For example, if you roll a 10 on an 8, your effect is 2. This can equal out to more damage but also it can mean degrees of success. With the above system from Traveller 'goose 2E, I feel confident I can adjudicate any situation as it arises, and my players will understand how I come to the ruling. Yes, its often a discussion to reach the conclusion, but having a common framework makes that an easy discussion that makes sense. Gone are the days of the GM just pulling something out of the air. On the contrary, I do still love Pathfinder Classic which is my go to for fantasy even today. I found the sub-systems to be a lot of fun, even if they needed a bit more playtesting before going out the door every month from Paizo. I really enjoyed having mini games for haunts, chases, social scenes, etc.. I know that mechanical heft was too much for the average gamer, or perhaps the average gamer just likes more simplicity (cant argue with 5E success) but I feel like it gives the game a much needed variety in its operation. The additions were a welcome spice to the same dish being served over and over. When thinking about the difference between the two, I think a lot of the determination lies with progression. Traveller, for example, has a flatter progression overall. Once your PC has been created, they wont change much in ability. The game allows more of a focus on whats happening in it, as opposed to gaining items and power like D&D/PF. In the latter sense, I really enjoy the complexities of sub-systems in PF1 because you have so many ways to interact between class/archetype/prestige, feats, and skills. All these things can be adapted during play and focuses can be moved from one to the next. Character ability is dynamic and the possibilities are endless. You need a robust amount of systems to allow that myriad of opportunity to shine. YMMV. [/QUOTE]
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