I'm surprised the escalation die got so few votes.
It got my vote, but I was also surprised.
Also no option for the "natural die roll' mechanics that are so commonplace in the system.
I'm surprised the escalation die got so few votes.
Funnily enough I find backgrounds a case of "close, but no cigar". I find them mechanically flawed because the incentive is 100% to have one big one and then try to shoehorn it into every conceivable situation. This in turn necessitates GM policing of the use of backgrounds, which I find retrograde.I haven't read the rules - I've just followed various postings - but I voted for backgrounds, as ever since I saw [MENTION=386]LostSoul[/MENTION] doing this in his 4e hack I've thought it's a natural way for D&D to go.
Is there no rule like the "breadth of descriptor" rule in HeroWars/Quest - whereby broader descriptions (like Strong) suffer a penalty when deployed in contexts where another PC has a more narrow appicable descriptor (like Really Good at Heaving Rocks)? If not, that does sound like an issue.Funnily enough I find backgrounds a case of "close, but no cigar". I find them mechanically flawed because the incentive is 100% to have one big one and then try to shoehorn it into every conceivable situation. This in turn necessitates GM policing of the use of backgrounds, which I find retrograde.
Oddly enough, I think that pretty much sums up the process of playing an rpg. Player comes up with idea, DM judges its merit.Don't make the player come up with what amounts to an excuse and then have the GM judge it "beauty contest style".
Oddly enough, I think that pretty much sums up the process of playing an rpg. Player comes up with idea, DM judges its merit.
I am curious to see the details for how they define the scope and applicability of backgrounds, but the simplicity, open-endedness, and lack of restrictions on use are precisely what make it appealing to me.
Don't make the player come up with what amounts to an excuse and then have the GM judge it "beauty contest style".
Oddly enough, I think that pretty much sums up the process of playing an rpg. Player comes up with idea, DM judges its merit.
I am curious to see the details for how they define the scope and applicability of backgrounds, but the simplicity, open-endedness, and lack of restrictions on use are precisely what make it appealing to me.
I used to think this, too, but (apropos to another thread hereabouts) games I found through The Forge showed me that it's possible to have RPGs with simple rules that do not work this way. For me, this was both a revelation and an enormous relief.That's the process behind a lot of rules-lite or story-driven RPGs.
I used to think this, too, but (apropos to another thread hereabouts) games I found through The Forge showed me that it's possible to have RPGs with simple rules that do not work this way. For me, this was both a revelation and an enormous relief.
Oh, I'm very well aware that some folk don't mind that modus operandi - and good luck to them; long may they enjoy it! That's why I said "For me" at the start of my last sentence.I think you're misunderstanding me. It's not that anyone is unaware that games don't have to work that way (obviously they don't); it's that they are perfectly OK with games that do work that way. I don't think anyone needs to be shown that it's possible to have simple rules that don't work that way; they know that.