Ok folks. I think we may have another vote on our hand. Sedj is leaning towards a 'micro-rpg' sort of game system where players have stats in certain abilities and rolls are made to determine success / failure. Equipment would raise players success rate. Obstacles would have a varying degree of difficulty.
I was envisioning a more strategy style game with no dice rolls; a game where success/failure was determined only whether you had the necessary equipment to overcome the obstacle.
I really don't care either way, but I want folks to be focused on the same thing before we move on.
So let's discuss the pros and cons of both for a bit and then we'll take a vote.
-Darke
I think I'd prefer the action point system too. That sounds like a nice, non random way of doing it. If we decided we wanted each explorer to have different abilities, then each explorer might have a set # of 'free' action points when attempting that action.
Say my explorer encountered a cave-in: The cave-in requires 10 actions points to get 'around' it. Ok, my explorer's digging skill is 3 and I have a shovel (which has a digging rating of 4). So 10-3(my digging skill)-4(my shovel)=3. So I would need to spend 3 APs from my 'pool' to get past the cave in. Not a bad system! I like it!
Oracle, you said:
By mini-rpg system I don't mean a system where you actually role play, by that I meant a system where you have a system of success/failure determined by 'character' skills weighed against the difficulty of the task. I'm not sure how you are interpreting this.
-Darke