Difference between revisions of "User talk:Wizardoest/Read/Arcanis (New) Fastplay"
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>Mqs (Created page with 'Attribute-as-a-die is not uncommon. Quite a few systems use it. --~~~~') |
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Attribute-as-a-die is not uncommon. Quite a few systems use it. --[[User:Mqs|Mqs]] 17:56, 10 August 2011 (UTC) | Attribute-as-a-die is not uncommon. Quite a few systems use it. --[[User:Mqs|Mqs]] 17:56, 10 August 2011 (UTC) | ||
: This is the first time that it's popped up on my radar. --<strong>[[User:Wizardoest|Randy]]</strong> ([[User talk:Wizardoest|Talk]]) 20:13, 10 August 2011 (UTC) | |||
:: http://en.wikipedia.org/wiki/Pinnacle_Entertainment_Group Here's one that was pretty well-received. --[[User:Mqs|Mqs]] 21:45, 10 August 2011 (UTC) | |||
There are a handful of systems that use "vanquished doesn't mean killed" thing too -- it's quite nice. FATE [system used by The Dresden Files] has it. If you are taken out by a foe, they dictate the terms of your vanquishing. If you ''concede'' in advance, you can dictate the terms (though they must be agreed upon and be clearly disfavorable). | |||
http://www.faterpg.com/dl/sotc-srd.html#consequences | |||
--[[User:Mqs|Mqs]] 22:07, 11 August 2011 (UTC) | |||
: The idea of hit points representing usefulness in a scenario has been on my radar [[User:Wizardoest/Social Combat|for a while]]. Lately my mind has been dwelling on the Sanity track in True20. I really liked how that worked, though I would've preferred to see it in action a bit longer. --<strong>[[User:Wizardoest|Randy]]</strong> ([[User talk:Wizardoest|Talk]]) 14:31, 12 August 2011 (UTC) |
Latest revision as of 06:31, 12 August 2011
Attribute-as-a-die is not uncommon. Quite a few systems use it. --Mqs 17:56, 10 August 2011 (UTC)
- This is the first time that it's popped up on my radar. --Randy (Talk) 20:13, 10 August 2011 (UTC)
- http://en.wikipedia.org/wiki/Pinnacle_Entertainment_Group Here's one that was pretty well-received. --Mqs 21:45, 10 August 2011 (UTC)
There are a handful of systems that use "vanquished doesn't mean killed" thing too -- it's quite nice. FATE [system used by The Dresden Files] has it. If you are taken out by a foe, they dictate the terms of your vanquishing. If you concede in advance, you can dictate the terms (though they must be agreed upon and be clearly disfavorable).
http://www.faterpg.com/dl/sotc-srd.html#consequences
--Mqs 22:07, 11 August 2011 (UTC)
- The idea of hit points representing usefulness in a scenario has been on my radar for a while. Lately my mind has been dwelling on the Sanity track in True20. I really liked how that worked, though I would've preferred to see it in action a bit longer. --Randy (Talk) 14:31, 12 August 2011 (UTC)