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==Playing the Numbers== But which attributes are the most relevant? Well, this is where it gets interesting (or maddening). There might be some pre-established default attributes, as in the boxing example above, but the options might be more wide-open. Here we encounter two major variations of play: the <i>Classical</i> and the <i>Romantic</i> modes. Playing in the Classical mode means pre-set, formalized use of attributes. Physical combat always uses STR + DEX, while trying to resist that punch always takes STA + QWK. This mode of play relies upon the Active and Reactive distinction made with the attributes. Indeed, the Classical mode just goes ahead and always considers STR + DEX as the Active Physical Modifier (APM) and STA + QWK as the Reactive Physical Modifier (RPM). Yes, the acronyms are a trifle much, but it saves time typing. In general, any offensive action taken uses the two active attributes in the sphere of action, while the attributes used as modifiers against an offensive action use the two reactive modifiers. So there are six basic modifiers in the Classical mode, two for each sphere of action. Nice and neat. Very Roman. Playing in the Romantic mode means no formalized use of attributes: the players can choose to use any attributes that they wish. But they must describe how they intend to use those attributes to accomplish their goal. For example, a character wants to intimidate someone. If he wants to use PRE + STR, he could say that he storms into the room and breaks something big and heavy, them tells the guy to do what he wants. No real insight and cleverness involved: just physical and psychological intimidation. <pre>Example: Using Attributes Captain Smashing is dueling with Baron Vile (remember?). In the Classical mode, his modifier would be: STR + DEX + Dueling (let’s assume no checks, situational modifiers, or motives engaged). He subtracts Baron Vile’s STA + QWK + dueling and adds the final result to the die roll.</pre> But in the Romantic mode, he could come up with some other way to go. Maybe he, like Cyrano de Bergerac, is keeping up a running stream of invective against his foe, intended to distract and disturb (in verse or not). Maybe the Captain’s player suggests that STR has nothing to do with this fight, nor even targeting, but wants to make his attack based on MAN + QWK: he runs around the room waving his sword and making barbed comments. The GM will have to determine if he finds this acceptable. He will also determine what modifiers the Baron uses to defend. Playing in the Romantic mode offers a lot more scope for player’s to come up with interesting ways of accomplishing their goals. It also offers a lot more room for arguments between players and GM. A couple of rules of thumb if you play in this mode: 1.The GM has final say on acceptable attributes. The player can suggest, but must regard the GM as the final arbiter here. Because someone has to be. 2.The GM can disallow repetitive use of attributes. If a character has two high attributes, it could become very tiresome if he uses them for every single contest. There is a fine line between playing to one’s strengths and being a munchkin. Who determines that line? See the preceding paragraph. The GM could set a hard limit per game (“you can use each combination only three times per game”) or give out rewards only for the first use of each combination. The point of the Romantic mode is to encourage interesting twists, not to allow every character to use his highest attributes. 3.Even in the Romantic mode, it is suggested that there be some default combinations of attributes. This gives everyone a base understanding of what they are doing and what they are changing.
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