note, I had no issue with the sleep skill being not required. I said for simplicity make them all obvious. So kudos for choosing one I had no issue with needing no call.cole45 wrote:let's use matt's example. You sleep a guard. The Guard resists but pretends to be dead. What do you do? You hit him a few times while he's down. that what you do. War is about deception. (not cheating. Deception is not cheating.)
How is it in my favor when I have to do it too? Using the sleep example I could no longer resist sleep and fake it if I wanted to. Not really in my favor there.cole45 wrote:No, what you want is feedback that allows you to impliment your abilities in combat tactically. I applaud this. However what we have are single calls that represent multiple read world effects. And you are argueing for the simplist rule that is IN YOUR FAVOR.
1. Combat should not be confusing.cole45 wrote:When resists are not called it
1. Adds to the confusion of your opponents, scaring them into unnessisary action. And we know that NEVER happens in combat in the real world.
2. When your resists are called, it allows the opponent to defeat your stratagy, unrealistcally giving them information they shouldn't possess.
3. Lessens the frustration of PCs who keep trying to use tactics to outmanuver their foes.
4. Allows for a more enjoyable, tension filled game.
2. If it's the same for both sides, it doesn't give a benefit to either side.
3. How would not knowing if a skill works lessen frustration? How can something increase confusion but decrease frustration?
4. Tension can be achieved in much easier ways than confusion.