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Started by Valamir, May 02, 2002, 12:01:48 PM
Quote from: ValamirHaving min max breakpoints is a function of point based character design which has nothing really to do with Traits + Skills as a resolution mechanic.
QuoteI'm thinking that a thread which highlights the pros and cons of the Traits + Skills paradigm as well as discusses the pros and cons of alternative ways to define character capability would be both useful and an enjoyable topic.
Quote from: ValamirThe key difference between labeling something a Trait (attribute etc) vs labeling it a skill in almost all systems which make the distinction is that a Trait is something which all characters have in common, while a skill is limited to characters who know that skill.
Quote from: Mike HolmesAlso, to extend the argument, it a two level system is good, why not a three, or four, or Nth level system? Why is two seen as optimal?
Quote from: Mike HolmesAn obvious con to two level systems is that they are more complex, surely. Almost certainly there will be some additional math to be done, often required to be done in play. And certain versions make understandng the odds of an outcome less intuitive, which some people do not like.
QuoteAlso, to extend the argument, it a two level system is good, why not a three, or four, or Nth level system? Why is two seen as optimal?
Quote from: PaganiniA bit more math yes, but it can be done before play if you are clever. :) Again, D6 is a good example. Attributes and skills are rated with six sided dice. When you give a value to a skill, the skill's value is added to the attribute associated with that skill. So, if you have an Awareness attribute of 4D, and you put two dice in the Search skill, then your search skill is actually 6D. Since attributes are defined at chargen and do not change, you never have to do math during play. You just look at your character sheet and use the skill value if it's listed, or the attribute value if it isn't.
QuoteIt actually isn't, if you talk to people who are hardcore skill fans (that is, people who actually take psychology classes to find out how skills are spread, how people learn, and so on). Those folks tend to like skill tree systems, which are definately N level systems. :)
Quote from: Mike HolmesAnd then subtract dice for penalties and bonuses due to situation. Now I'm doing math in terms of thirds of dice in the middle of combat or something.
QuoteAll systems suggest doing as much math before hand. Some don't allow that as the character is allowed to back a particular Skill with multiple Stats depending on the situation. This trades off doing more math in-game for increased flexibillity.
QuoteYes, I've used skill trees of varying depths, including infinite. I should have said "seen as optimal by so many" or "are more frequently used" instead of "seen as optimal". Obviously not everyone sees them as optimal.
Quote from: BaileyWell, Men of Teak uses stats and skill for the reason of familiarity. My personal philosophy for designing Men of Teak was to not change much from the norm unless it was important to change. Of course mine is old school gamist fun that mainly trims off things that get in the way of a the action or promote playing that runs contrary to kung fu action.