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View Full Version : Original System Games With Complete Combat-Noncombat Separation



JBPuffin
2017-07-08, 11:47 PM
After a couple different conversations about archetypes, classes, and how casters, frontliners, and midliners interact, I started wondering about ways to separate combat and non-combat stats completely. I'm okay with having them use different mechanics, but not entirely - the main idea is to give every character things to do both in and out of combat by having them rely on separate pools during character creation and, preferably, keeping "attributes" like Strength and Intelligence in the out-of-combat sector so your frontliners aren't all Strength or Dexterity oriented. How many other systems so ardently distinguish between the two, how would you go about doing this, and how extreme a separation is reasonable?