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Maxwell Lord posted:So, digging into skills. Any noncombat resolution system that wants to be as interesting as combat really needs something to provide incremental progress and partial success. That's what cumulative successes and failures tried to do and what HP would do. Even if HP feels like a weird way to measure a challenge, it's a weird way to measure someone's ability to keep fighting. So if you can live with that it's usable for describing how close a door is to being picked or just how pissed off an angry mob really is. The other big part is having some way for the challenge to "fight" back at the party, costing them some sort of resources or inflicting some sort of penalty. Some of them could be passive effects that only trigger if the party does certain things like trying to intimidate a little old lady. Certain options could have serious risks or downsides in their own right. However different abilities can also help to avoid or weather any such consequences even if they don't directly help overcome the challenge. Characters who are actually focused on overcoming a particular challenge are effectively acting like strikers. Characters acting to stop negative consequences are effectively defenders. It's also possible to envision roles similar to that of a leader or controller. So a wizard might still use magic but instead of bypassing challenges, it makes things easier for the other party members by giving them the tools to do things that would otherwise be impossible. Leaders could provide bonuses and alleviate negative effects for a while. Depending on the challenge type however, different characters might have different roles. It is a bit more contrived than nobles being good at social skills and the like but we know that role-based classes work.
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# ¿ Jun 27, 2016 09:15 |
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# ¿ May 16, 2024 18:41 |