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It seems that the majority of the combat is lightweight and the main crunch comes from computing to-hit, damage, and stamina/hit points (correct me if I am mistaken).
Personally, I'm fascinated by all this, and I wish I could witness a session in action to fully comprehend it.
That's fascinating. It sounds so much more mechanized than most of the "spicy die" play we've been talking about. What other parts of play are similarly "mechanized"? What are "skill checks" for, for example?
The use is clear. And it adds a significant number : 10. In this reagard, making 20 "twice significant" is wasting.
I picture this : "check a skill when you fail by 1 : you see what you can improve". Everybody now wants to fail by one...
@Silmenume, do you have any idea how much your GM prepares in advance for your sessions? From everything you've said, I imagine many hours of preparation with plot points, NPCs scripts, and scenes, or I imagine almost none whatsoever, with the majority of content generated spontaneously, but I don't imagine something much between the two.
* Why did he level up (I can't see anything nice particular happening in those circumstances, so what "triggered" it)?
* How often do characters "level up", generally speaking, and what does that entail in terms of the game mechanics?
* Does levelling up (and having levels, in general) carry specific connotations in the fictional reality, as well? For instance, if we were reading your game's story as a book, would there be some fictional changes to accompany that event? Are there certain positions in the gameworld a character couldn't hold without achieving a certain level, for instance?
what is it in that particular session/moment/scene that leads to the character leveling up? The timing is entirely opaque to me
And I'm somewhat surprised that combat is the source of most XP in such a Middle Earth-centric game. Is this just a carryover from D&D - or whatever game system this is based on - or does it have some deeper rationale?