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Post by mcfly on Mar 1, 2009 18:10:15 GMT -5
I read the first page surely the best way to represent what a character can handle difficulty wise would be based on ABILITY + SKILL /2 for maximum difficulty useable?
prehaps as another alternative Ability/2 + skill = maximum difficulty. That keeps ability bonuses being relevant with out making characters able to gain an insane bonus in a large number of skills by just taking high ability and low skill
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Post by timmyp on Mar 17, 2009 12:05:42 GMT -5
Whilst I do like the proposal of the concept of suitably rewarding knowledge and raw talent with the proposal of
Skill >= Difficulty Can do task Skill<Difficulty AND Skill + Bonus >= Difficulty +1 Difficulty
How would the differentiation of Skill and Ability Bonus work in combat? How will you adjudicate Fred with Close Combat 5 and Agility 3 fighting Bob who has Close Combat 4 and Agility 5? Will Fred always get +1 modifier for being more skilled? or Bob a -1 penalty for being less skilled? Or, how would this work with the super powered actions which often will not have an ability bonus, where the action number is the accumulation of knowledge, experience and raw talent? Or where an action has been bought with an Ability Modifier? It also doesn’t sit right when weapons enter the fray. Suddenly Agility doesn’t matter at all if you want to make use of those free stones.
What about this, radical I know, Instead of an Ability being able to providing a bonus, it is provides an Ability Modifier of Ability/2 (Round down). It’s always seemed silly that using your natural abilities costs more energy, with Skill + Modifier being compared to difficulty. Now that seasoned Thief with Agility 3, and Thieving 6 can successfully sneak into somewhere of Difficulty 7 (6+1) or less (subject to modifiers), whilst that super dextrous hero Agility 6 and Thieving 3 can only successfully sneak into somewhere of Difficulty 6 (3+6/2) , but has a much easier time of it due to those 3 free stones from the Agility Modifier.
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Post by malice on Mar 17, 2009 13:40:15 GMT -5
There is no set difficulty or resistance in combat. The difficulty is your opponent's free defense (If you don't have the stones to overcome it, you shouldn't fight them) and changes with each opponent. The resistance is your opponent's defense, which changes every panel.
Combat doesn't show up on the D&R for a very good reason. It also works pretty well in MURPG 1 (When other flaws of the system aren't in the way), so I wouldn't say there's any need to change it.
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Post by Dionon on Mar 17, 2009 21:23:10 GMT -5
/agree with Malice
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