As a space fight, it puts me in mind of lights on a display panel or HUD. The colouring could be reconsidered in that light.
The colours don't communicate any information, they're just what I had handy for the playtest. One die type has dots, the other has numbers, which is the important difference. But no, the colours can be anything, so they won't necessarily be those colours in the final thing.As a space fight, it puts me in mind of lights on a display panel or HUD. The colouring could be reconsidered in that light.
You've probably already considered this, but are there likely to be any sight-related readability issues on the red-yellow scheme? There's a type of colour-blindness for which red looks more green and less bright... which seems quite close to saying it looks yellow.
those % are too high, there is no way one die has a 2% chance of exploding 5 timesI'm not sure I'm reading it right. If I'm reading it right, the table then looks like this:
The % in anydice is 0.78. Less than 1%. I calculate it as lower still.those % are too high, there is no way one die has a 2% chance of exploding 5 times
it certainly is lower than that: (1/6)^5 / 2, so 0.0000643 (to meet TN 6, exploding 5 times is twice that)The % in anydice is 0.78. Less than 1%. I calculate it as lower still.
Though with 1 die you can't succeed vs TN 3 (0%) but with 2 dice you can (25%).This makes a too-small-by-one pool twice as likely to succeed at a task than an just-enough-to-succeed pool.
TN 2. 1 die = 50% chance, 2 dice = 25%
TN 3. 2 dice = 25%, 3 dice = 12.5%
...
Basically, you are replacing a 50% success die with a guarenteed 100% success.
In other words, it would often make mechanical sense to have a less skilled character try something to improve the chance of success, if you know the TN going in.