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| ====== What Makes Unbound Tales Different? ====== | |
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| If you're already familiar with the hobby of tabletop role-playing, you might wonder what exactly sets Unbound Tales apart from other games. The good news is, a lot of the core mechanics bear a strong resemblance to many popular games that you've likely already played. Characters have ancestries, back-stories and classes, and they have skills and features. Actions are resolved by rolling dice and adding a statistic, then comparing the total to a target number. Characters move on a grid, which is also used to determine ranges between characters. But there are significant differences on how many of these concepts are implemented. | |
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| First, Unbound Tales makes some changes to the usual action resolution system. Rather than a d20, we use 2d10, making results closer to average more likely. Most actions have at least //some// effect on a failure, meaning that you should never feel like your entire turn was wasted. There are neither critical successes nor critical failures; there's already enough random results generated by damage rolls and the like that no further gradients of success need be considered. | |
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| Second, Unbound Tales uses a rather different action economy than most other games. When your character takes their turn, you get six seconds worth of actions. Every action you might take requires a certain amount of time to complete. You can select any combination of actions whose time total six seconds. | |
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| Finally, Unbound Tales places a greater emphasis on player choice. You choose the areas to concentrate on when going up a level; you can choose to specialize, or to become a generalist, or to split your character's attention widely. Weapons can be selected from a list, but you can also build new weapons to perfectly match your character's style. Even the turn order in combat is subject to player choice: initiative is rolled for your side, but your side decides which person acts on each turn. | |