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What if D&D was written around problem-solving
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<blockquote data-quote="I'm A Banana" data-source="post: 3300212" data-attributes="member: 2067"><p><img src="http://www.volny.cz/ak-47/ak-47/ak-47a.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Problems SOLVED, d00z.</p><p></p><p>....hehehe, seriously, though, I think the game would have the same granularity we now have for combat, for personal interaction. </p><p></p><p>I mean, combat is basically one skill: a "weapons" skill that goes up at every level and compares against the "armor" skill of your enemy. Everything is a variation on how you hurt your enemy -- certain weapons deal more damage, certain armors protect better, certain tricks allow you to reduce or enhance your armor or damage...For more avid problem solving and group interaction, mental traits would be rolled into a similar system.</p><p></p><p>Imagine a Diplomacy system where, instead of simply rolling opposed checks, you need your Diplomacy to not only beat their Willpower, but also damage their Confidence, lowering it until your own Confidence score beats it, thus inflicting your will on the enemy.</p><p></p><p>Imagine a more group-based dynamic where the game *required* you to have certain people with you, that not only do you need the rogue for disabling traps, but the rogue also has exclusive access to the Thief's Guild that every party needs, and the fighter has exclusive access to the Fighter's College that will give the party certain items. If you tie advancement directly into the party, and give each member exclusive things that only they can do, you nurture interdependancy.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3300212, member: 2067"] [IMG]http://www.volny.cz/ak-47/ak-47/ak-47a.jpg[/IMG] Problems SOLVED, d00z. ....hehehe, seriously, though, I think the game would have the same granularity we now have for combat, for personal interaction. I mean, combat is basically one skill: a "weapons" skill that goes up at every level and compares against the "armor" skill of your enemy. Everything is a variation on how you hurt your enemy -- certain weapons deal more damage, certain armors protect better, certain tricks allow you to reduce or enhance your armor or damage...For more avid problem solving and group interaction, mental traits would be rolled into a similar system. Imagine a Diplomacy system where, instead of simply rolling opposed checks, you need your Diplomacy to not only beat their Willpower, but also damage their Confidence, lowering it until your own Confidence score beats it, thus inflicting your will on the enemy. Imagine a more group-based dynamic where the game *required* you to have certain people with you, that not only do you need the rogue for disabling traps, but the rogue also has exclusive access to the Thief's Guild that every party needs, and the fighter has exclusive access to the Fighter's College that will give the party certain items. If you tie advancement directly into the party, and give each member exclusive things that only they can do, you nurture interdependancy. [/QUOTE]
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What if D&D was written around problem-solving
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