hawkeyefan
Legend
That almost certainly is a factor. Part of it also that the attraction of a heist for me would be planning it out and then making it work, which ... is roughly exactly the opposite of how Blades plays.
hah yeah, kind of. I think the Flashback mechanic is one of the toughest to wrap your head around. But once you do, it opens up new avenues of play that are very interesting.
I would expect this aspect of Blades to not be for everyone, though.
Oh, sure, there's flexibility, but if you play everything zero-myth it feels to me as though everything is sorta indeterminate, with no fixed points for the PCs use for leverage.
I can see that may be a concern. I don't know how true it is. The players can leverage things in lots of ways. They can determine these points themselves.
Probably exactly how you think: You made the jump, but you attracted the attention of the guards below. This isn't exactly the same thing as having guards on the rooftop because you rolled a complicated success on a straight jump, IMO; among other things, by making it two checks you made the various failure-states pretty clear.
(And if I'm playing that pair of checks I almost certainly take Disadvantage on the Stealth, because being noticed is literally less painful than falling.)
Right, and this is success with complication.
As you've gone on to post in reply to @Lanefan , it's just a matter of the game kind of compressing multiple things into one roll instead of breaking it out into several. This is just the different mechanics manifesting.
I think maybe that it seems you would prefer more input points or dice rolls to determine what you see as aspects of failure, or complications. Rather than allowing one roll to kind of help determine it all, based on what makes sense for the fiction.