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Post by mediapig on May 6, 2009 10:58:51 GMT -5
Hi there! I was recently looking over my ZeFRS PDF and although I really like the idea of the system, I did come up with a few questions...
For one thing, I found attribute checks were kind of skimmed over... all they really talked about was combat. Also, I was a bit unsure of how inanimate objects are handled... how do they take damage, how tough are they, etc...
They way the system handles attributes and talents seems very cool and versatile to me, almost as if it could work as a generic system... has anyone out there tried to use it for modern genres?
Love to hear everyone's thoughts. Thanks!
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Post by markkrawec on May 8, 2009 18:53:32 GMT -5
Hi mediapig
If you've been following the conversation back over on RPG.net, you've already heard this, but I'll repeat it here for anybody else who might stumble across it.
Remember that strictly speaking, there aren't any such things as attribute checks. If you don't have the appropriate talent for the action you want to try, use the general score for that pool & make a resolution check as normal. Whether you only need to not fail, or achieve a particular degree of success - that's up to you & the ref to settle. Non-combat tests are covered in a touch more detail in the combined rules.
As for breaking objects, I would just assign an item a damage resistance rating, maybe some armor if it's made out of something really tough to damage, then let the player "attack" it as s/he would an opponent. That's the idea I went with for the vehicle rules in the Companion.
Hope that helps.
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