Tuesday, October 11, 2011
FtA: Leveling mechanics
I'm also contemplating figuring a way of making skill usage and high stress situations (like combat) factor in as well. The goal here is to really drive home the idea that actions matter. I want the PCs to be thinking about what their characters do, putting those actions in the context of their goals, and making cost/benefit analyses. How important is this task? Further, by making combat detrimental to their health even if they win, it should force the PCs to consider all options, viewing violence as a last resort.
I think this should add up to a very different gaming experience, one that keeps the PCs thinking about their actions, rather than looking for things to hit.