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Post by mabon5127 on Nov 17, 2012 10:40:12 GMT -6
Having played the game half a dozen times now I think I want to extend the Test and Extraordinary Feat Mechanic to Intelligence, Wisdom, and Charisma.
Knowing a piece of information or history, Intelligence, being aware and in tune with surroundings, Wisdom, and interacting with NPC's Charisma.
I know the reaction roll is a mechanic for this last purpose and I would still use it for initial encounters and such.
How were the non-physical attributes used in play-testing? Was it GM fiat as to a characters knowing something or seeing the enemy from afar or even persuading NPC"s?
Thanks!
Morgan
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Post by Cthulhu Colin on Nov 17, 2012 10:54:20 GMT -6
I've done the same thing; it just seemed the natural thing to do, extending the mechanic across the board.
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Post by Ghul on Nov 17, 2012 12:36:12 GMT -6
I toyed with the idea, but ultimately felt that raw "intelligence" or "wisdom" was for the most part inappropriate to most circumstances where this sort of "check" came into play. It is my belief that character class and character history (secondary skills, etc.) are as valuable, if not more so, than the raw "mental" attributes. When a question of knowledge or wisdom or life's experience becomes a game mechanics challenge, I prefer to take the character's class, background, intelligence and/or wisdom into account, and use a d6 task resolution check (see Players' Manual, p. 199). Of course, do what thou wilt, fellows. The game is open to your modifications and decisions. But if you change ANYTHING, you are no longer playing Official AS&SH! (kidding!) Great topic! Cheers, Jeff T.
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benoist
Level 5 Thaumaturgist
OD&D, AD&D, AS&SH
Posts: 346
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Post by benoist on Nov 17, 2012 13:12:01 GMT -6
I have pretty much the same opinion than Ghul on the question. I think that having some clear guidelines in that regards for physical abilities where results and probabilities should be known to be able to build challenges such as forcing open doors, bending bars, jumping over a chasm and so on are useful to build dungeons, set up traps in advance and the like.
Now, as far as role playing is concerned, I don't think that having hardline probabilities would really help. I think it's much more valuable to think on your feet as a referee and judge according to specific circumstances including the charisma, origins of the character, role play itself, disposition of the NPCs and so on to come up with a probability that works for each particular instance.
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Post by mabon5127 on Nov 17, 2012 18:38:20 GMT -6
I toyed with the idea, but ultimately felt that raw "intelligence" or "wisdom" was for the most part inappropriate to most circumstances where this sort of "check" came into play. It is my belief that character class and character history (secondary skills, etc.) are as valuable, if not more so, than the raw "mental" attributes. When a question of knowledge or wisdom or life's experience becomes a game mechanics challenge, I prefer to take the character's class, background, intelligence and/or wisdom into account, and use a d6 task resolution check (see Players' Manual, p. 199). Of course, do what thou wilt, fellows. The game is open to your modifications and decisions. But if you change ANYTHING, you are no longer playing Official AS&SH! (kidding!) Great topic! Cheers, Jeff T. Yup I agree, but it does give me a base for the d6 test to which I can add class modifiers of my own. The extraordinary feat does have a class component of sorts with the prime attribute bonus. I really don't want to break canon as I've grown attached to my decoder ring and would very much like to keep my membership card! Morgan
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Post by mabon5127 on Nov 17, 2012 18:49:23 GMT -6
I have pretty much the same opinion than Ghul on the question. I think that having some clear guidelines in that regards for physical abilities where results and probabilities should be known to be able to build challenges such as forcing open doors, bending bars, jumping over a chasm and so on are useful to build dungeons, set up traps in advance and the like. Now, as far as role playing is concerned, I don't think that having hardline probabilities would really help. I think it's much more valuable to think on your feet as a referee and judge according to specific circumstances including the charisma, origins of the character, role play itself, disposition of the NPCs and so on to come up with a probability that works for each particular instance. I agree that the mental attributes cover a lot more ground and therefore have a lot of variation in situational probabilities. Using the same mechanic gives me a base to use then I can modify to taste. If it moves the adventure and helps the player feel like his character is cool and wonderful then the probability of success becomes 100%. No roll necessary! Thanks for the feedback. I value your thoughts and encouragement! Morgan
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