• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What an interesting dice mechanic

The other problem I had is that I only have a certain amount if creative inprov fuel at the table, and constantly having to come up with stuff for the dice became a chore or got boring. Am I alone in that? Also I missed that instant recognition of the result of a stand up die roll.

No I am not overly thrilled about figuring it out either... I am playing in a Star Wars game right now and while the system is ok, I don't think it every "fades into the background" and it is a bit of a chore to figure out what happens with extra advantages or disadvantages. 90% of the time we just ignore them and as such I am not super happy with the system. Its ok though and I am enjoying the game... but that might be more the GM and other players then the system :D
 

log in or register to remove this ad

No I am not overly thrilled about figuring it out either... I am playing in a Star Wars game right now and while the system is ok, I don't think it every "fades into the background" and it is a bit of a chore to figure out what happens with extra advantages or disadvantages. 90% of the time we just ignore them and as such I am not super happy with the system. Its ok though and I am enjoying the game... but that might be more the GM and other players then the system :D

It gets quicker the more you play. Another thing that helps speed things up is not having rolls for trivial actions. If there isn't a distinct consequence for failure, let the PC's succeed. Also helps to let whoever is being targeted by a roll determine how threat is spent. Keeps players involved when it isn't there turn during combat.
 

The other wonky part I find happens is when you have Triumphs, but fail the action.
When this happens it's one of my favourite things - I think it really gives an opportunity to have some fun and add to the scene. For example:

PC shoots at a bunch of stormtroopers in a corridor. Fails but gets a triumph. Players decide that what happens is that the shot goes high, hits a pipe, causing scalding steam to engulf the troopers, making them all take 2 setback dice on checks on their next turns.
 

I struggled with that playing WFRP, too. I always spend about 5 seconds staring blankly at the dice before things start to register.

The iconography in WFRP wasn't nearly as clear as it is in Star Wars.

Nor was the use.

The Eagle (boon) and the Axe (Success) weren't visually as distinct. The Righteous Success was clear enough in the context of axes... but generating a roll-again wasn't so good a thing, either... as it increased handling time, and in the case of Stance dice, potential drawbacks.

Challenge and Bane were clear enough...
But then the Triumph/Despair equivalents weren't as strongly thematically appropriate - the comet and the Chaos Star.

And then the drawbacks...Delay and Exertion. They really should be simply banes that get bought, not separate symbols. And moreover, they occur on "good" dice... thematically also not a good thing.

I like the simplification of FFG SW better.


I'd love to see FFG apply it to Star Trek...
 

Into the Woods

Remove ads

Top