tag:blogger.com,1999:blog-1305372753022597815.post934738517992031460..comments2023-05-06T01:46:51.326-07:00Comments on Bright Cape Gamer: Defend thyselfSkyhttp://www.blogger.com/profile/10723733406348223879noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1305372753022597815.post-7280405819473374542014-04-01T04:41:40.477-07:002014-04-01T04:41:40.477-07:00Fascinating... your mechanic for Intelligence in g...Fascinating... your mechanic for Intelligence in game play is a lot like the one I came up with.<br /><br />You called yours "Anticipation"; I called my "Prepared For". My system uses "Prepared For" as something more akin to "Hero Points": you can automatically succeed at something by spending a point of preparedness, by describing how your character was prepared for the situation "all along".<br /><br />e.g. If the party is locked in a sealed vault that's running out of air, the intelligent character can simply declare that he/she was prepared for this, and pull out a key to the vault from their back pocket. If the GM okays it, he/she then spends the point, and then they retroactively had the key in their pocket "all along". <br /><br />I have similar mechanics for social interactions and general fortune: you can spend a point of luck to counter a bad break, or to succeed at something despite the odds. <br /><br />People with a high social scores have a stat called "Favours owed": the more people like you, the more favours you can call in.<br /><br />I think it's neat that we independently came up with almost the same answer to the same problem: great minds think alike, I guess! <br /><br />Kevin Hartmannnoreply@blogger.com