| The gameplay example is useful but I think it may contradict some of the core rules.
From what I understood, the party is suppose to roll for each of the 4 conflicts...and then you do the failure rolls. In your example, the do the first one and then get a failure roll on both the first and second conflict, before they have even made checks on the second one.
Also, I think the action phase needs a little more clarification as far as how many skill checks to roll. I think your intention is that every challenge needs 3 checks, that can be made by any of the players (with the appropriate penalties for rolling the same skill and the like) but that is not coming across to me in the description.
Also, when they spend a healing surge to try and negate a failure...do they get to keep the successes they made from that checks...or is that simply made just to negate the failure? |