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Simplified PF2e?
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<blockquote data-quote="Thomas Shey" data-source="post: 9095051" data-attributes="member: 7026617"><p>Sure. But it still adds up to the fact that if the only parts of the game that has any real mechanical heft is combat, that's the part that's going to get a disproportionate amount of attention from PCs. Its not a coincidence that, unlike most other modern or SF games, cyberpunk games typically give hacking a larger footprint; because its important in the genre. Same reason in a lot of middling-gritty post-apocalypse games that scavenging and survival usually get a bit more love.</p><p></p><p>Its legitimate to argue that you can't give everything the same attention as combat--and its even kind of justified, because there are a lot of other things that tend to come down to "let the specialist do it and most of the rest of you step back", and that combat can have an immediate and personal effect--but the downright schematic level of attention most things get in most games doesn't strike me as a virtue. It only makes sense if the things involving it are supposed to be nothing but transient obstacles, or its assumed that outside of combat everything is supposed to be mostly in the GM's lap.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9095051, member: 7026617"] Sure. But it still adds up to the fact that if the only parts of the game that has any real mechanical heft is combat, that's the part that's going to get a disproportionate amount of attention from PCs. Its not a coincidence that, unlike most other modern or SF games, cyberpunk games typically give hacking a larger footprint; because its important in the genre. Same reason in a lot of middling-gritty post-apocalypse games that scavenging and survival usually get a bit more love. Its legitimate to argue that you can't give everything the same attention as combat--and its even kind of justified, because there are a lot of other things that tend to come down to "let the specialist do it and most of the rest of you step back", and that combat can have an immediate and personal effect--but the downright schematic level of attention most things get in most games doesn't strike me as a virtue. It only makes sense if the things involving it are supposed to be nothing but transient obstacles, or its assumed that outside of combat everything is supposed to be mostly in the GM's lap. [/QUOTE]
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