113. The MacGyver Skill
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Description
On this episode of Total Pebble Knockdown: Nine years ago we released the 1st episode of Delve, a podcast about game mechanics. On this episode we revisit some of our early topics from the show. What are some of the RPG skills that don't get represented in games? Can you build small machines or mediate a discussion between others? We talk about the skills that are often not listed in the player's handbook. We just keep going back to hit points. It's a problem and we understand that. Today we try to figure out why so many games will revert back to this system and how it is represented on the screen. Perhaps it should be hidden behind the screen? Perhaps this is also about user interface... The Design Delve video Alex won't shut up about - https://www.youtube.com/watch?v=oHdY7956gwg In D&D there are two ways we determine Armor Class. One is by the armor you are wearing and the other is by your dexterity score. Although these are functionally different, they are mechanically the same in the game. Can we make them less similar? Maybe we can play off the different ways we derive this stat and how it affects our character. --- Send in a voice message: https://podcasters.spotify.com/pod/show/total-pebble-knockdown/message
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