We usually trade out of Controlled position for better Effect, but I really don't have a problem with Controlled as long as the situation changes noticeably on failure. If the result of failure is nothing happens, why bother rolling? It's not the most interesting Position, but it's okay here and there.
We get bad results more than 75% of the time, no matter how many dice are in on the thing. It's seriously Stepping on Rakes: The Role Playing Game.
We get bad results more than 75% of the time, no matter how many dice are in on the thing. It's seriously Stepping on Rakes: The Role Playing Game.
My experience is that it's the tale of the characters persistently failing to get anywhere, unable to do anything without making multiple other things worse, while being ground to dust. Fun!Deep Cuts / Threat Roll fixes this
My experience with the system is very different! It’s a tale of the characters succeeding, but being ground away.
My experience is that it's the tale of the characters persistently failing to get anywhere, unable to do anything without making multiple other things worse, while being ground to dust. Fun!
Yeah, he's the GM. And I'm enjoying it more than I probably make it sound. I haven't bothered with Deep Cuts, but I get the sense it changes a lot of the choices at the heart of the game. There will of course be mixed opinions on that.Was Rich the GM? Because I think this is also the sort of thing where different table consensus on how the tenor of the game is going to go and the general consequences the GM picks (and simply the fact that Deep Cuts removes "failure" as the core test on obstacles) are going to have a huge swing.
When I ran Blades for folks it was nothing like what you're suggesting at all!
but I get the sense it changes a lot of the choices at the heart of the game.
Thanks for the reply.My joke about my bad luck notwithstanding, thinking about it more, I'm not sure that I agree with this if I'm reading it correctly. I tend to view the reading of position and effect as being entirely about consequences. How much am I willing to risk so my little dude can get what he wants? How aggressive does he want to be, based on his skill set? Is now the time to take a big swing? A 1-3 on a roll with Controlled/Limited is still going to be a failure -- my little dude won't get what he wants, and there'll be consequences. They just won't be catastrophic. And it won't be a partial success -- the situation will change somehow and need to be reassessed and addressed.
Thank you for the graphic — it's excellent and shows exactly the kind of fixed templates I was talking about.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.