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<blockquote data-quote="aramis erak" data-source="post: 6858202" data-attributes="member: 6779310"><p>My best advice is... "Have 2 sets of dice"</p><p>2 sets allows most all rolls without rerolling dice (other than for talent effects).</p><p></p><p>Second, let the target spend threat; let the actor spend advantage. Making a list of "common advantage and threat results" and share it around the table freely.</p><p></p><p>Also, roll the Obligation/Duty/Morality at the end of the prior session, rather than at start of session, unless you're <em>really</em> comfortable improvising.</p><p></p><p></p><p></p><p>The game rules are particularly prone to being mistaken for a rules-heavy game; it's not. Understand the base principles of the task mechanic, and treat it as rules light. The lists of results in the combat systems are a guideline, a starting point. If something pops to mind as a better option than a particular threat, advantage, despair or triumph, put it forward.</p><p></p><p>Oh, and remember: despair is not autofail, triumph is not autosuccess. They are WAY too common (tho at first they may not seem to be) to be treated that way. They are major side effects/bonuses. Turn a hit to a crit, or run out of ammo. Or pull a ST V scottyesque Head Bonk.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6858202, member: 6779310"] My best advice is... "Have 2 sets of dice" 2 sets allows most all rolls without rerolling dice (other than for talent effects). Second, let the target spend threat; let the actor spend advantage. Making a list of "common advantage and threat results" and share it around the table freely. Also, roll the Obligation/Duty/Morality at the end of the prior session, rather than at start of session, unless you're [I]really[/I] comfortable improvising. The game rules are particularly prone to being mistaken for a rules-heavy game; it's not. Understand the base principles of the task mechanic, and treat it as rules light. The lists of results in the combat systems are a guideline, a starting point. If something pops to mind as a better option than a particular threat, advantage, despair or triumph, put it forward. Oh, and remember: despair is not autofail, triumph is not autosuccess. They are WAY too common (tho at first they may not seem to be) to be treated that way. They are major side effects/bonuses. Turn a hit to a crit, or run out of ammo. Or pull a ST V scottyesque Head Bonk. [/QUOTE]
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