Quote from: Kerikath on May 26, 2010, 06:56:53 AMIt is annoyed because you seem to think that a given game must focus on one thing. D&D may only have been about exploring, killing, and looting in first edition, but I once spent four 7 hour game sessions trying to start a temp agency for homeless people. It worked, too.
Quote from: Paul T on May 26, 2010, 04:00:06 AM2. If you take exhaustion or injury in the last scene, it still matters, because whenever your character appears in the story again, you'll be stuck with those lower dice unless you choose to "reassign dice" instead of taking a new Particular Strength. And even if you're not on the Owe List, your character could always recur just by someone seeing the oracle results and thinking, "Hey, that sounds like character X, doesn't it?"
Quote from: Paul T on May 26, 2010, 04:00:06 AM2. If you take exhaustion or injury in the last scene, it still matters, because whenever your character appears in the story again, you'll be stuck with those lower dice unless you choose to "reassign dice" instead of taking a new Particular Strength. And even if you're not on the Owe List, your character could always recur just by someone seeing the oracle results and thinking, "Hey, that sounds like character X, doesn't it?"Ah-ha! That's what I was missing. I had to re-read that section to realize you only choose one from the list. I had it in my head you always got to reassign your forms.
QuoteIf it's minor, just say yes. If it's not-so-minor, look at the appropriate character stat, if there is one, and judge on that basis -- Flow for the sort of assertions that go "There's an X there, and I grab it", because a high flow means someone's well in tune with the Universe. Coherence for "I ask a person to go along with X" because high-Coherence people are the sorts owho can sweep others along in their wake. Karma as a modifier for either of those. If it's really big, or there's a clear opposition involved, or the player *insists*, even if their Flow/Coherence/Karma says no -- then go for the dice.
QuoteI proposed the "hacking government lasers" example as an extreme case, but I think it illustrates a general problem. Under this system, future conflicts are harder if the early ones are easier. In practice, this means that you are penalized for coming up with creative ways to make things easier, and rewarded for doing things in an unnecessarily difficult way. I don't think you can get around that without altering it so much that it's a different system.
Quote from: Paul T on May 26, 2010, 03:06:33 AM
So, if they pull that on you, why don't you go straight to "what would happen if the Dogs didn't come?" The Dogs turn and walk away... there's a gunshot and a scream; someone's blood is pooling on the dusty ground.
QuoteSorry, it's just a pet hate of mine to see a game that looks like a cobbled together bunch of random components.
Quote
My suggestion is that you get rid of your 11 categories. Since you are proposing using the average of 3 attributes to make 4 other attributes -- why not just have a 4 Attribute system?
QuoteRoll 2d8+1 gives a result from 3-17 not 3-16...this is a typo .. and not worth taking such offense over.
QuoteI don't like having to learn three different sub-games..........You seem to be from the school of thought that I have seen a lot of lately.
Quote from: Callan S. on May 26, 2010, 03:02:18 AM
Hi,
Do you have it in mind that campaigns (or one shots, for that matter) with this game culminate in some big issue being resolved? Like the big bad is defeated? Or global warming is averted? Or some big thing that is delt with?
Do you want to have stats that deal directly with whether that big thing happens, or do you want to work indirectly, where the GM basically decides if a skill roll in some way effects whether global warming is averted (or whatever)?
QuoteYou've got 4 groups...strangely the "Knowledge" characteristic fits into two groups, but no other characteristic does this. Does this mean that you think knowledge is twice as important as the other characteristics? Because that's the implication.i havent mentioned (again the big picture issue) that knowledge is the accumulation of things learned or understood or remembered. That is its function.