tag:blogger.com,1999:blog-6939436127538793273.post3250490665286104487..comments2024-03-28T18:26:09.321-07:00Comments on Crawdads and Dragons: Rules development interludeDoc Grognardhttp://www.blogger.com/profile/04084635785043015262noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6939436127538793273.post-89525400819110467472014-02-21T14:25:51.441-08:002014-02-21T14:25:51.441-08:00But, again, does a system that is built around inp...But, again, does a system that is built around inputs that apply to panic and combat really do well for thoughful or skillful activities ? Still its an interesting thought. One could argue that the unified resolution system used by 3.0/OGL/D20 is exactly that. <br />In a lot of ways, I think that combat should be a bell curve, whereastasks should be a straight distribution. Or not. CRAP. confused myself, AGAIN.<br />Doc Grognardhttps://www.blogger.com/profile/04084635785043015262noreply@blogger.comtag:blogger.com,1999:blog-6939436127538793273.post-14743377383302475912014-02-19T19:45:08.782-08:002014-02-19T19:45:08.782-08:00I've sometimes thought that the solution to th...I've sometimes thought that the solution to the combat conundrum might be to start with a combat system that is perfect for your group's taste, ignoring all other considerations, and then derive other resolution systems from that. Likely by a mix of dilation & deletion. <br /><br />A knock on effect should be that only absolutely necessary resolution systems are added to the game. When you start with a base mechanic and elaborate that for combat, you sort of "ideologically mechanise" the entire game.<br />~V~Anonymousnoreply@blogger.com