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*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="Neonchameleon" data-source="post: 9772421" data-attributes="member: 87792"><p>This is complete and utter nonsense to the point it undermines any credibility you have. As the iconic versions I'll compare D&D 5e and Apocalypse World here.</p><p></p><p>Both a class based character and a playbook based character can accomplish a wide range of things under the generic rules of the game. Anyone can attempt to look round a room and see what they can see independently of their class; in D&D you look round a room and roll a Perception check; in Apocalypse World you try to Read A Sitch. And there is a broad and pretty comprehensive but not entirely exhaustive list of basic moves anyone can do just as there is a broad but not exhaustive list of skills. </p><p></p><p>And if something is something ordinary people can do but isn't covered by a skill/basic move? That's what the DM/MC is for. Neither game gives you much on how to e.g. build a fortified encampment</p><p></p><p>Class abilities and playbook moves can make you go above and beyond what a normal character can do with these basic moves. For example anyone can attack someone with a weapon - but the fighter class gets Extra Attack(s) as a class feature because fighters are good at this to the point of being as dangerous as multiple normal people. And likewise anyone can attack someone with a weapon in Apocalypse World but only the Gunlugger has the optional "NOT TO BE F#$£%D WITH" move in their playbook to make them as dangerous as multiple normal people.</p><p></p><p>And some class or playbook abilities give abilities normal people just don't have. For example an Aberrant Mind gets Detect Thoughts and no amount of thinking hard or reciting mystic words by (most) fighters will let them Detect Thoughts; they just don't have that ability. Meanwhile in Apocalypse World the creepy psychic Brainer can set In Brain Puppet Strings - but most other playbooks don't so they can't.</p><p></p><p>The key difference between classes and Apocalypse World playbooks is that playbooks are partly a social thing while all 5e characters are assumed to be wandering adventurers. For example the Chopper is the leader of the local motorcycle gang. Some of their moves include working out how it's in/causes trouble this week and how to control the violent thugs. And they can and will set their gang on people. They are one person and their gang will (normally) do as they say. Meanwhile the Hocus is a cult leader and has a very different relationship with their cult.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9772421, member: 87792"] This is complete and utter nonsense to the point it undermines any credibility you have. As the iconic versions I'll compare D&D 5e and Apocalypse World here. Both a class based character and a playbook based character can accomplish a wide range of things under the generic rules of the game. Anyone can attempt to look round a room and see what they can see independently of their class; in D&D you look round a room and roll a Perception check; in Apocalypse World you try to Read A Sitch. And there is a broad and pretty comprehensive but not entirely exhaustive list of basic moves anyone can do just as there is a broad but not exhaustive list of skills. And if something is something ordinary people can do but isn't covered by a skill/basic move? That's what the DM/MC is for. Neither game gives you much on how to e.g. build a fortified encampment Class abilities and playbook moves can make you go above and beyond what a normal character can do with these basic moves. For example anyone can attack someone with a weapon - but the fighter class gets Extra Attack(s) as a class feature because fighters are good at this to the point of being as dangerous as multiple normal people. And likewise anyone can attack someone with a weapon in Apocalypse World but only the Gunlugger has the optional "NOT TO BE F#$£%D WITH" move in their playbook to make them as dangerous as multiple normal people. And some class or playbook abilities give abilities normal people just don't have. For example an Aberrant Mind gets Detect Thoughts and no amount of thinking hard or reciting mystic words by (most) fighters will let them Detect Thoughts; they just don't have that ability. Meanwhile in Apocalypse World the creepy psychic Brainer can set In Brain Puppet Strings - but most other playbooks don't so they can't. The key difference between classes and Apocalypse World playbooks is that playbooks are partly a social thing while all 5e characters are assumed to be wandering adventurers. For example the Chopper is the leader of the local motorcycle gang. Some of their moves include working out how it's in/causes trouble this week and how to control the violent thugs. And they can and will set their gang on people. They are one person and their gang will (normally) do as they say. Meanwhile the Hocus is a cult leader and has a very different relationship with their cult. [/QUOTE]
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