Moderator: GMSarli
Shawn Burke wrote:It seems to me that the house rules topic is getting pretty big, so I'd like to suggest breaking it up into other tops.
j0lt wrote:Shawn Burke wrote:It seems to me that the house rules topic is getting pretty big, so I'd like to suggest breaking it up into other tops.
Good idea.
I'd actually like to see the skills be less consolidated than they were in SWSE/4e. Certain skills make sense together, such as Listen/Search/Spot going into Perception, but others such as Mechanics or Thievery contain many disparate abilities that someone shouldn't necessarily be good at all at the same time.
JuggernAlz wrote:This is a grat list. Well done, but maybe you forgot "energy weapon" in your weapon list, otherwise where do you put a lightsaber?
GMSarli wrote:... I've never heard of this "lightsaber" of which you speak...
GMSarli wrote:Weapon SkillsRather than Exotic Weapons requiring their own feat for each one, I'd like to have a single "Advanced Weapon Training" feat that automatically makes you trained with all advanced weapons associated with a particular skill (e.g. bastard sword for Heavy Blades, 50-caliber sniper rifle for Longarms, etc.). Also, I'd like Progress Levels to play a role here -- if you're from a medieval setting, Gunnery teaches you about catapults and ballistae, not howitzers and particle cannons. Similarly, I'm thinking that Longarms might cover crossbows in the middle ages, muskets in the enlightenment, assault rifles in modern day, and blaster rifles in space opera.
- Archery
- Chained Weapons (flails, chains, kusari-gama, etc.)
- Gunnery (just about any weapon emplacement or vehicle-mounted weapon)
- Hafted Weapons (axes, maces, hammers, etc.)
- Heavy Blades
- Light Blades
- Longarms
- Pole Weapons
- Sidearms
- Simple Weapons
- Thrown Weapons
- Unarmed
j0lt wrote:... One thing that we have to think about for that is where to draw the line between the various weapon groups. Firearms for example: is the operation of a pistol different enough from that of a rifle to warrant a separate skill? Or weapons like the Kusari-Gama, does it belong in chains or light blades? Perhaps a skill for double-weapons?
JaredGaume wrote:I think pistols and longarms are sufficiently different to warrant a different skill. For instance, you might be able to make opportunity attacks with pistol shots, where with a longarm it would be prohibitive at best.
I think for texturing of skills there would be associated feats and talents that give you access to more skill abilities and attacks off the standard skill set.
j0lt wrote:JaredGaume wrote:I think pistols and longarms are sufficiently different to warrant a different skill. For instance, you might be able to make opportunity attacks with pistol shots, where with a longarm it would be prohibitive at best.
Have you ever used a firearm? I've got some experience with them, and the function, maintenance, and even use is nearly identical. The biggest real difference is barrel-length and outer range limits. There's no benefit to be had from creating a false difference between them. It's like making a separate skill for a long bow or short bow.
Attacks of Opportunity? I'd say they're no different except possibly within melee range. And that can be taken care of with a sidebar in the equipment section.
j0lt wrote:JaredGaume wrote:I think for texturing of skills there would be associated feats and talents that give you access to more skill abilities and attacks off the standard skill set.
Yeah, that works, but we really need to make sure that the rules reflect real function, otherwise anyone who knows something about these things will just get a headache when they see the rules.
Revision:
Firearms (skill) - Modern weapons - includes pistols, rifles and shotguns (possibly crossbows).
Advanced Firearms (feat) - prereq: firearms (skill) - you are now trained in using automatic weapons (autofire: attack all figures in an area - line/cone AoE)
Burst Fire (talent) - prereq: firearms (skill) and advanced firearms (feat) - special attack, fire short burst with automatic weapon against a single target.
Cyber-Dave wrote:So, I was thinking this a little last night, and I thought I would post this up here in response to the math exercise. I actually like a more front loaded mechanic. I either like a starting Defense of 15 and a +5 for being trained in a skill, or a starting defense of 10 and a -5 for not being trained in a skill. As to why: because if you front load the difference, and make a big portion of the difference training instead of level, it becomes easier for lower level NPCs to hit higher level PCs. One thing I don't like about 4e is that low level NPCs pretty much can't hit high level NPCs. Level is the biggest contributor to your bonus to hit/miss and the calculation of NPC stats like to hit and defense/AC. As a result, you must use NPCs of within 5 levels of the character for the NPC to be worth including in an adventure at all. That works for a heroic fantasy game. In a heroic fantasy game you want the heroes to feel untouchable to mere peasants. It doesn't, however, work for a genre neutral game. In a genre neutral game you want to be able to run certain hard-boiled games where the street rat with a gun can and will pose a danger. Maybe not as much of a danger as a trained special ops soldier, but enough of a danger that you shouldn't let him shoot at you willy nilly because you know he will never hit. If you front load the largest part of the difference into training, and then have level contribute a smaller/equal benefit over the course of the start/end of the game, lower level NPCs become much more of a threat than they would using a more level oriented mechanic. The result, that street rat with a gun is still dangerous to higher level opponents, if not as much of a danger as a special ops NPC soldier.
I just wanted to post those 2 cents as food for thought...
Stacie_GmrGrl wrote:Having a variety of options would be best, using the middle ground as "Default" and going from there. Basically, you have your Savage Worlds skills list, your D&D3.5 type skills list, and then your Gurps level of skills list. All three play to different types of games, and each could be incorporated into the different levels of Heroism as listed in the other thread.
bone_naga wrote:The Analytical skill seems to me like it should be separate skills. Investigations could be handled with skills like Insight, Perception, etc. Research could be Computers or just a relevant knowledge skill.
bone_naga wrote:Why is Thievery not on the list? Shouldn't Thievery still be a valid skill in modern times?
bone_naga wrote:For weapon skills, I agree with separating pistols and rifles. I also can hit targets all day long with a rifle, but with a pistol, well I'll hit you but I might empty the clip while doing so.
bone_naga wrote:And may I suggest an Explosives or Demolition skill?
GMSarli wrote:Stacie_GmrGrl wrote:Having a variety of options would be best, using the middle ground as "Default" and going from there. Basically, you have your Savage Worlds skills list, your D&D3.5 type skills list, and then your Gurps level of skills list. All three play to different types of games, and each could be incorporated into the different levels of Heroism as listed in the other thread.
That is a really good idea. Something like that can be fit in a couple of "optional rule" sidebars, so it wouldn't even take up that much room!
I am totally doing this.
GMSarli wrote:Stacie_GmrGrl wrote:Having a variety of options would be best, using the middle ground as "Default" and going from there. Basically, you have your Savage Worlds skills list, your D&D3.5 type skills list, and then your Gurps level of skills list. All three play to different types of games, and each could be incorporated into the different levels of Heroism as listed in the other thread.
That is a really good idea. Something like that can be fit in a couple of "optional rule" sidebars, so it wouldn't even take up that much room!
I am totally doing this.
ronin wrote:GMSarli wrote:Stacie_GmrGrl wrote:Having a variety of options would be best, using the middle ground as "Default" and going from there. Basically, you have your Savage Worlds skills list, your D&D3.5 type skills list, and then your Gurps level of skills list. All three play to different types of games, and each could be incorporated into the different levels of Heroism as listed in the other thread.
That is a really good idea. Something like that can be fit in a couple of "optional rule" sidebars, so it wouldn't even take up that much room!
I am totally doing this.
Stacie had another good idea on a similar thread on ENWorld concerning 4e Alternity-
Originally Posted by Stacie GmrGrl
It could work like Alternity, every so many skill ranks, and 4e Alternity would work better with more skills than D&D and use skill ranks, but every so many ranks a person can pick a Skill Power based on the skill, enhancing the use of that skill when you use it.
This sounds like something worth thinking about to me. I am not sure how many of these "skill powers" would be a good number for each skill but the idea is interesting to say the least.
GMSarli wrote:Think of it like this: Perception finds clues, but Analytics interprets them. (A good crime scene investigator would be able to do both, but your forensics specialist back at the lab might only be good at the latter.)
Also, when I say "research," I'm not referring only to looking stuff up -- it's also the ability to do real research & development stuff, which could be anything from pure science to engineering a better car. (Being a total science nerd, I kind of like the idea of getting a skill that embraces this kind of geekocity.)
BTW, this won't be a purely non-combat thing -- for example, the Smart Hero (or whatever name we give the class) could have a talent that uses Analytics as an attack vs. an enemy's Fortitude to identify and exploit a design flaw.
GMSarli wrote:Yes, but I want Thievery and Gather Information to be rolled into one Streetwise skill. Here's my reasoning: Not every person who knows how to find a ... ah, herbal specialist will know how to pick a pocket or open a lock, but virtually everyone who knows how to pick pockets and open locks will be able to hook you up. So let's make the "gather information" part usable untrained, and the "thievery" part trained-only.
bone_naga wrote:At the moment, I'm leaning toward making it a trained-only aspect of Mechanics.
JaredGaume wrote:Show it. Or I can do it later when I get the chance. Just what would be all of the ancillary static bonuses (-5 untrained, +5 trained, +3 focus, +?? expertise, +?? mastery)? And when would you get them?
It's easy to throw down bonuses and penalties, but as your work on Land of Nod shows, in SWSE there was an obvious gap between "good ideas" and "good execution". Hence the need to bump up to a base 15 defense (+ ability bonus + class/feat bonuses + other bonuses), plus some of the other good work you have done.
Gary indicated that he wanted to "steal" an idea from 4e, one-hit wonders (aka Minions, or Mooks if you like). This creates NPCs that are a threat to the players, similar bonuses and all, but go down easy (only 1 hit point).
Even in d20M and SWSE you (the players) were usually not facing anyone (NPCs) more than 4-8 levels higher than you anyway. And those were usually the "boss" fights.
bone_naga wrote:GMSarli wrote:Think of it like this: Perception finds clues, but Analytics interprets them. (A good crime scene investigator would be able to do both, but your forensics specialist back at the lab might only be good at the latter.)
Also, when I say "research," I'm not referring only to looking stuff up -- it's also the ability to do real research & development stuff, which could be anything from pure science to engineering a better car. (Being a total science nerd, I kind of like the idea of getting a skill that embraces this kind of geekocity.)
BTW, this won't be a purely non-combat thing -- for example, the Smart Hero (or whatever name we give the class) could have a talent that uses Analytics as an attack vs. an enemy's Fortitude to identify and exploit a design flaw.
Ok that makes a little more sense. I'm not sure about R&D. I definitely see how it could apply, but I just wouldn't want to see it worded in a way where someone develops something solely based on that skill, even if something else like Science or Mechanics should also apply (this coming from someone currently working in the R&D field; I'd be an example of someone with the Analytical skill but in some cases I would be completely useless without technical help from the various engineers I work with).
bone_naga wrote:I also like the idea of using it to analyze enemy attacks. I've incorporated rules like that into games ever since playing 2e AD&D. I had assumed that would be a use of Tactics, although I can easily see how this skill would apply.
bone_naga wrote:GMSarli wrote:Yes, but I want Thievery and Gather Information to be rolled into one Streetwise skill. Here's my reasoning: Not every person who knows how to find a ... ah, herbal specialist will know how to pick a pocket or open a lock, but virtually everyone who knows how to pick pockets and open locks will be able to hook you up. So let's make the "gather information" part usable untrained, and the "thievery" part trained-only.
I'm not sure if I agree with that. Thievery doesn't necessarily have to represent a thief, and therefore shouldn't necessarily be tied to Streetwise. Likewise, someone might have a strong background on the streets or just be very good at social networking, and thus might warrant being trained in the skill, but never fell in with the criminal element, or that sort of work was just never his forte.
I realize this argument could apply to a lot of skills. Thievery could be broken down into subskills, along with stealth, perception, and a host of other skills. However, Thievery and Streetwise each utilize entirely different skillsets. One relies partly on your technical knowledge of certain devices, and also on your manual dexterity. The other relies partly on knowledge of the streets and criminal or fringe elements and also on your ability to network with certain people. I don't see a strong relation between those skills other than that roguish characters are likely to take both of them. However, that to me is like saying diplomacy and intuition/insight should be one skill just because a lot of social-oriented characters will learn both, or that all guns should be the same proficiency just because an avid shooter will have all of them. Also, I think each of these skills is already strong enough to stand on their own, and so don't really need to be combined.
bone_naga wrote:GMSarli wrote:At the moment, I'm leaning toward making it a trained-only aspect of Mechanics.
I would also recommend against that. Explosives and mechanics are slightly related but not enough so to combine them. You could just as easily combine it with Science because it deals with physics. However, you can learn either one and have next to no knowledge of the other. I guess this kind of comes across as the "guy who can't swim" argument against Athletics, but as someone that works with explosives on a regular basis, I strongly feel they should remain separate skills. I'm trying to look at this as a balance between realism and game balance/abstraction/ease of play, but I think it is useful enough to stand as a combat skill similar to various weapon skills. Otherwise you're going to have to wonder how the car mechanic is able to disarm bombs.
GMSarli wrote:That said, one thing I'd like to do is build a skill system that has a little bit of redundancy in it -- not mechanically redundant, but methodologically redundant. The fact is that there's more than one way to solve the same problem: Streetwise might provide the ability to pick locks, but Mechanics provides the ability to disable/disassemble locks and Computers provides the ability to tell the security system to unlock the door for you. The same would go for "gather information" situations: Streetwise might involve literally bar-hopping, checking in with underworld contacts, etc., but Computers would let you search a database for that information, Analytics would let you examine existing clues to come to a conclusion, and even Bureaucracy might let you know who would have the answer (and what forms to fill out to get them to give it to you).
bone_naga wrote:How about if it's a background-enabled specialization within Mechanics? (Earlier, I suggested having a single Knowledge skill, but your actual areas of knowledge are determined by background and profession, and then you can add more in play without having to buy a completely new skill.)
Actually, the "different specializations" (or "familiarity") thing could be used for a lot of different skills -- Mechanics, Computers, Pilot, and even all the weapon skills. You make it where experience in-game and down-time training both enable you to get more mileage out of the same skills without having to buy a new one. (And, for a simpler campaign where you don't want to deal with that level of detail, just assume you're familiar with everything of your progress level.)
JaredGaume wrote:You are right in terms of maintenance and care, a gun is a gun. Some are short, some are long, some are funny.
I guess we just have different experiences with using weapons.
Me, give me a rifle or a shotgun and I'll hit targets all day long almost without fail.
Give me a pistol and at 50 feet I'm hit or miss.
When I was talking about opportunity attacks with firearms, I was referring to using them against somebody right on top of you. Someone who could just as easily grab your weapon as they could hit you with their fist, knife, hammer, whatever. With a longarm it is easier for them to be "inside" and you will probably have better luck either kicking them off or smacking them with the weapon. With a pistol you can pull it close and still shoot them.
Opportunity attacks at range is an entirely different conversation. To date, none of the d20 systems (3.0/3.5, d20M, SWSE, 4e) incorporate ranged opportunity attacks.
I think we should remedy this
Maybe, with the skill you get basic firearms use/care. But you can get feats and talents that let you do more than point and shoot.
[sarcasm]Or we could just have "magical" bullets that are invisible and non-interactive with the environment until they are supposed to hit something.[/sarcasm]
JaredGaume wrote:j0lt wrote:... One thing that we have to think about for that is where to draw the line between the various weapon groups. Firearms for example: is the operation of a pistol different enough from that of a rifle to warrant a separate skill? Or weapons like the Kusari-Gama, does it belong in chains or light blades? Perhaps a skill for double-weapons?
I think pistols and longarms are sufficiently different to warrant a different skill. For instance, you might be able to make opportunity attacks with pistol shots, where with a longarm it would be prohibitive at best.
I think for texturing of skills there would be associated feats and talents that give you access to more skill abilities and attacks off the standard skill set.
Example:
Longarms (skill)- Modern weapons - includes rifles and shotguns.
Assault Weapons (feat) - prereq: longarms (skil) - skill attack with assault weapons (autofire: attack all figures in an area)
Burst Fire (talent) - prereq: longarms (skill) and assault weapons (feat) - special attack, fire short burst with automatic weapon against a single target.
Jimmy Plamondon wrote:I tend to think longarms and sidearms should be separate skills.
While the maintenance and general usage is similar (pull the trigger, and voilà!), the applications, ways to hold the weapon vs sight alignment vs grip is fairly different. Plus, in terms of range, a longarm and a sidearm are used in different contexts. Using a longarm - even a shotgun - in a close quarter fight puts you at a disadvantage as opposed to using a regular sidearm which you can tuck close to your body to avoid grappling or having the weapon pushed aside when its time to shoot. Plus, at close range, it is way easier to put the sidearm up and shoot instinctively. As such, I would say that a sidearm that is in the shooter's hands should provide attacks of opportunities as a melee weapon, and should not give attacks of opportunities if used in close quarters as a regular ranged weapon.
Longarms have obvious advantages. Generally speaking, more firepower, possibly more bullets, better accuracy, better range. And while the possibility to have it grabbed from you or to have your shot deflected by pushing the long barrel is somewhat higher than with a sidearm, pieces of equipment and training can help mitigate that.
The way a trained person should and can behave in combat is quite different with longarm vs sidearm. The tactics are different. Under no circumstances would I get involved in a long-range shootout with a sidearm...
So all in all... a different skill for longarm and sidearm makes perfect sense to me.
j0lt wrote:Beyond that, how does it make sense to fold Hide and Move Silently and Sleight of Hand into one skill, which are all very different abilities, but keep two types of firearms separated into two skills despite them being fundamentally the same, save for length?
Cyber-Dave wrote:Thank you for the math Jarred!
GMSarli wrote:Now, that said, an awful lot of weapon skills will be handed out as freebies from your profession/background. As you point out, a lot of people would indeed be skilled with both weapon types -- law enforcement, military, survivalists, etc. Given this, I'd say that just about any profession that automatically gives Longarms should also give Sidearms. (You might argue this point for sportsmen and/or survivalists, but still.) Meanwhile, I can see some professions that would give Sidearms training but not Longarms: criminals, security (as opposed to "real" law enforcement), old west gunslingers, pulp action heroes (like private detectives or archaeologists who carry whips and fight Nazis), etc.
GMSarli wrote:Given that, let's think about Sidearms and Longarms from the point of view of player alternatives.Looking at those two competing sets of advantages, is it worth a skill slot to buy each of these separately? In my opinion, yes. Would this skill be substantially better than other weapon skills if grouped together? In my opinion, yes, which would mean we'd need to substantially broaden all the weapon groups to compensate. For these reasons, I'm in favor of keeping them separate. (I could see making some sort of meta-grouping for weapons -- e.g. firearms, bladed, explosive, energy, etc. -- that would allow some of the cross-over knowledge you're talking about, at least for maintenance and repair purposes.)
- Longarms have better range, do more damage, (usually) have more ammunition, and include more fully automatic weapons.
- Sidearms are easier to conceal, can be used to make attacks of opportunity (yes, I'm borrowing that idea from Saga -- but I'm the one who wrote that rule, dammit, so I get to keep it
), and definitely don't provoke attacks of opportunity (not set on this one yet, but I'm inclined to make it where ranged weapons that much be used in two hands -- bows, rifles, crossbows, etc. -- provoke attacks of opportunity, but one-handed weapons don't).
Now, that said, an awful lot of weapon skills will be handed out as freebies from your profession/background. As you point out, a lot of people would indeed be skilled with both weapon types -- law enforcement, military, survivalists, etc. Given this, I'd say that just about any profession that automatically gives Longarms should also give Sidearms. (You might argue this point for sportsmen and/or survivalists, but still.) Meanwhile, I can see some professions that would give Sidearms training but not Longarms: criminals, security (as opposed to "real" law enforcement), old west gunslingers, pulp action heroes (like private detectives or archaeologists who carry whips and fight Nazis), etc.
For what it's worth, Saga Edition has a pistols and rifles separated into two groups similar to the setup I'm using here, and I don't recall anyone objecting to it. (I don't read every post on the WotC message boards, obviously, but I don't recall getting any email about it in Jedi Counseling, either.) So, at the very least, it's not a terrible idea.
j0lt wrote:GMSarli wrote:Given that, let's think about Sidearms and Longarms from the point of view of player alternatives.Looking at those two competing sets of advantages, is it worth a skill slot to buy each of these separately? In my opinion, yes. Would this skill be substantially better than other weapon skills if grouped together? In my opinion, yes, which would mean we'd need to substantially broaden all the weapon groups to compensate. For these reasons, I'm in favor of keeping them separate. (I could see making some sort of meta-grouping for weapons -- e.g. firearms, bladed, explosive, energy, etc. -- that would allow some of the cross-over knowledge you're talking about, at least for maintenance and repair purposes.)
- Longarms have better range, do more damage, (usually) have more ammunition, and include more fully automatic weapons.
- Sidearms are easier to conceal, can be used to make attacks of opportunity (yes, I'm borrowing that idea from Saga -- but I'm the one who wrote that rule, dammit, so I get to keep it
), and definitely don't provoke attacks of opportunity (not set on this one yet, but I'm inclined to make it where ranged weapons that much be used in two hands -- bows, rifles, crossbows, etc. -- provoke attacks of opportunity, but one-handed weapons don't).
Now, that said, an awful lot of weapon skills will be handed out as freebies from your profession/background. As you point out, a lot of people would indeed be skilled with both weapon types -- law enforcement, military, survivalists, etc. Given this, I'd say that just about any profession that automatically gives Longarms should also give Sidearms. (You might argue this point for sportsmen and/or survivalists, but still.) Meanwhile, I can see some professions that would give Sidearms training but not Longarms: criminals, security (as opposed to "real" law enforcement), old west gunslingers, pulp action heroes (like private detectives or archaeologists who carry whips and fight Nazis), etc.
For what it's worth, Saga Edition has a pistols and rifles separated into two groups similar to the setup I'm using here, and I don't recall anyone objecting to it. (I don't read every post on the WotC message boards, obviously, but I don't recall getting any email about it in Jedi Counseling, either.) So, at the very least, it's not a terrible idea.
I agree, it's not a terrible idea, but Star Wars is an archetype-based class system and in that context makes sense. My point stands, however, that anyone who knows how to use either a pistol or rifle can use the exact same knowledge to operate the other. In d20 Modern, there was simply the Personal Firearms Proficiency, which covered the entire smallarms category and it didn't cause any balance issues. I've played several characters who didn't have it and were at no noticeable disadvantage.
Stacie_GmrGrl wrote:And then you have those people who know that there is a distinct difference between a pistol, a rifle, a shotgun, a submachinegun, and different ways of using them, how to hold them, proper ways of shooting them so you don't blow your own head off, all that good stuff. Sure, for all guns, you have the barrel pointing away from you, but just because they all have the same effect, namely blowing away somebody else before you get blown away, they all work differently enough so that one person might be highly skills at pistols but give them a shotgun they might not be so good at it.
Stacie_GmrGrl wrote:And then you have those people who know that there is a distinct difference between a pistol, a rifle, a shotgun, a submachinegun, and different ways of using them, how to hold them, proper ways of shooting them so you don't blow your own head off, all that good stuff. Sure, for all guns, you have the barrel pointing away from you, but just because they all have the same effect, namely blowing away somebody else before you get blown away, they all work differently enough so that one person might be highly skills at pistols but give them a shotgun they might not be so good at it.
j0lt wrote:That's all techical minutia that shouldn't be connected with the basic skill of using them. As for someone highly skilled at pistols, but not so hot with a shotgun, they'd still know how to use a shotgun. The difference would be that they'd invested a feat or talent into specializing in pistols.
j0lt wrote:... As for someone highly skilled at pistols, but not so hot with a shotgun, they'd still know how to use a shotgun. The difference would be that they'd invested a feat or talent into specializing in pistols.
Jakinbandw wrote:Out of curiosity. If my character users something a spell or power like force bolt, that comes out of my hand, and goes 100 feet, what skill do I use to make my attack roll?
Jakinbandw wrote:Out of curiosity. If my character users something a spell or power like force bolt, that comes out of my hand, and goes 100 feet, what skill do I use to make my attack roll?
Ferro wrote:- What about skills in more social than action oriented champaigns? Like Diplomacy with its sub-skills (skill-stat).
- I miss Command/Mass interaction skill. Ej. Command+INT= logistics ("shopping" for a explorer expedition, quitting malus or giving bonus to an army movement, etc.) Command+CHA= giving morale bonus or populist speaking, Command+DEX= Small groups tactical deploy bonus, etc.
- Classes are going to give train levels in skills, sub-skills (skill-stat) or both?
j0lt wrote:Ferro wrote:- What about skills in more social than action oriented champaigns? Like Diplomacy with its sub-skills (skill-stat).
- I miss Command/Mass interaction skill. Ej. Command+INT= logistics ("shopping" for a explorer expedition, quitting malus or giving bonus to an army movement, etc.) Command+CHA= giving morale bonus or populist speaking, Command+DEX= Small groups tactical deploy bonus, etc.
- Classes are going to give train levels in skills, sub-skills (skill-stat) or both?
Command? I'm afraid I'm unfamiliar with that. What game is it from?
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