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Coriolis: The Third Horizon
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<blockquote data-quote="Staffan" data-source="post: 8702308" data-attributes="member: 907"><p>I have GMed two sessions of the game and been a player in another, so my experience is by no means deep. But some of the issues I had with the game:</p><p></p><ul> <li data-xf-list-type="ul">The task resolution system is highly unreliable. Skill checks are based on rolling a bunch of D6es, with 6:es being successes. A starting character who is OK but not specialized in something has maybe 5 dice in that thing, which gives a 60% chance of scoring at least one success, which the game describes as "barely succeeding". If you're not happy with your roll, you can "pray to the icons" and reroll any non-success, but the GM gets a Darkness point if you do. This is similar to the way it works in Mutant: Year Zero, except there the cost of rerolling is that you and/or your gear may take damage (for every 1 you roll on a die coming from an attribute or gear). That's a big difference: in MYZ rerolling is a gambling move but here you directly hand the GM a resource with which to make your life miserable.<br /> It should be noted that both Shadowrun and Chronicles of Darkness use a dice pool system with similar-ish scale (at least before getting into serious shenanigans in Shadowrun), but in those games you get an average of 1 success per three dice, not 1 success per six. They're not strictly comparable, I know, particularly Shadowrun where difficulty is measured in how many successes you need to do a thing, but a better chance per die makes the rolls more predictable.</li> <li data-xf-list-type="ul">As a side effect of the dice system, armor is wonky, and it's hard to compare it to weapons. Weapons have a damage rating, which is the damage they do if you hit, and additional successes can be spent on more damage. Armor, on the other hand, has its effectiveness rated in <strong>dice</strong>. So you might think that a suit of armor rated at 8 is pretty hefty, but in reality it has a 23% chance of not reducing the damage at all.</li> <li data-xf-list-type="ul">This might have been a reflection of adventure design rather than overall game issues, but both the adventures I GMed had a strong "haunted house in space" vibe, with PCs exploring a mostly uninhabited ship. In both, there were a few fixed locations for events, and a number of events or complications I could trigger by spending Darkness points. Thing is, between the horribad way my PCs rolled and other things in the adventure, triggering events would generally lead to trouble for the PCs, which they'd want to get out of by doing things requiring rolls, and when they fail and reroll those rolls I score new Darkness points – often more than I spent triggering the event in the first place.</li> </ul></blockquote><p></p>
[QUOTE="Staffan, post: 8702308, member: 907"] I have GMed two sessions of the game and been a player in another, so my experience is by no means deep. But some of the issues I had with the game: [LIST] [*]The task resolution system is highly unreliable. Skill checks are based on rolling a bunch of D6es, with 6:es being successes. A starting character who is OK but not specialized in something has maybe 5 dice in that thing, which gives a 60% chance of scoring at least one success, which the game describes as "barely succeeding". If you're not happy with your roll, you can "pray to the icons" and reroll any non-success, but the GM gets a Darkness point if you do. This is similar to the way it works in Mutant: Year Zero, except there the cost of rerolling is that you and/or your gear may take damage (for every 1 you roll on a die coming from an attribute or gear). That's a big difference: in MYZ rerolling is a gambling move but here you directly hand the GM a resource with which to make your life miserable. It should be noted that both Shadowrun and Chronicles of Darkness use a dice pool system with similar-ish scale (at least before getting into serious shenanigans in Shadowrun), but in those games you get an average of 1 success per three dice, not 1 success per six. They're not strictly comparable, I know, particularly Shadowrun where difficulty is measured in how many successes you need to do a thing, but a better chance per die makes the rolls more predictable. [*]As a side effect of the dice system, armor is wonky, and it's hard to compare it to weapons. Weapons have a damage rating, which is the damage they do if you hit, and additional successes can be spent on more damage. Armor, on the other hand, has its effectiveness rated in [B]dice[/B]. So you might think that a suit of armor rated at 8 is pretty hefty, but in reality it has a 23% chance of not reducing the damage at all. [*]This might have been a reflection of adventure design rather than overall game issues, but both the adventures I GMed had a strong "haunted house in space" vibe, with PCs exploring a mostly uninhabited ship. In both, there were a few fixed locations for events, and a number of events or complications I could trigger by spending Darkness points. Thing is, between the horribad way my PCs rolled and other things in the adventure, triggering events would generally lead to trouble for the PCs, which they'd want to get out of by doing things requiring rolls, and when they fail and reroll those rolls I score new Darkness points – often more than I spent triggering the event in the first place. [/LIST] [/QUOTE]
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