Our playing group likes to open most encounters with parlay. It just happens to be their thing. If it is at all possible, the party tries to prevent combat - they'll talk things out, try to negotiate, look for common ground, and even win over enemies if there's an opportunity. The excuse that D&D is mostly a 'combat' game doesn't hold water. Yes, most of the rulebook is on how to hurt your opponents - but that doesn't mean that's the best path (or first option) people should take. There's social skills for a reason - so why not use them? "Well, I don't want the BBEG to be defeated with a single roll." Then think of a way to draw it out. How many successes are needed? Each success prevents combat for a few rounds, as the PCs try to work on the opponent's resolve. But it goes beyond this. In 1st edition Mummy (World of Darkness), they discussed what a character with higher-than-human social charms could do (in D&D, we'd go wit...
What is Says on the Tin. Amazingly, people will disagree, but the Palladium game engine is a hot mess. They make excellent settings - credit where it's due, but the game engine itself is the second worst rip I've ever seen of a D&D engine - the worst reserved for the one that's a rip of D&D and Palladium. A big part of it though, is how it waffles between being a d% system and a d20 system. So, let's break this down. 1. Skills Skills need to stop being a d% system. First and foremost, make it an additive system that provides a strict + to a d20 skill check (why? Because combat runs on a d20 skill check, that's why. Keep it uniform). The fact all skills go up as you level is fine - we liked Star Wars Saga, and had pushed for that when Pathfinder was discussing 1e. So, here's how we'd do it. Your OCC / RCC / MOC gives a list of skills. You pick which ones are tagged. All skills from your OCC/RCC/MOC go up +1/2 every level, and your tagged skills go ...
... we're here for the giant monsters fighting Was watching the new Godzilla anime on Netflix (Singular Point), and briefly had a talk about the fact that the first few episodes were about the people, without a single kaiju battle taking part (well, okay, there's something adjacent to it, but you get the point). Much like how Godzilla vs King Kong had a strong human element before the kaiju battle, or the human element in Godzilla: King of Monsters, or Pacific Rim having human drama. There's a reason for all this. It's the same reason J-Horror is the way it is. And a big part of this is how Japan does storytelling on these subjects.
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