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A Look Inside Dune 2d20
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<blockquote data-quote="aramis erak" data-source="post: 8249344" data-attributes="member: 6779310"><p>of my two groups for playtest, one group very much liked it as is, save for one flaw common to <em>all</em> the 2d20 games (the occasional runaway on the threatpile). </p><p>The other group? Love the setting, love the character building, and loved the adventures we playtested, but have a strong sense of reservation towards the game mechanics.</p><p></p><p>Note, however, that 2d20 for Star Trek, JCoM, and Dune is a narrativist-gamist hybrid, and Dune is the purest of these... not even differentiating weapon damages... </p><p></p><p>It's very smooth in play, but it's not a gear-details-matter game. Every tool is just another trait, either allowing something, disallowing something, adding 1 to effect, or reducing effect by 1.</p><p>On a nat 20, you get a complication and have failed the success on that die. And on a nat 1, or a roll under skill if working inside focus, 2 successes.</p><p></p><p>I prefer Cortex Plus/Prime, where the bad roll (a nat 1 in C+/C') does nothing for your success, but only adds a complication if the opposition gets a plot point. You get one when you accept the complication on your 1, and pay 1 when they accept it.</p><p></p><p>If one wants to swap the effects to be more cortex-like, just make the nat 20 complication cost the GM 2 threat, and taking that extra success cost 1 on low rolls.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8249344, member: 6779310"] of my two groups for playtest, one group very much liked it as is, save for one flaw common to [I]all[/I] the 2d20 games (the occasional runaway on the threatpile). The other group? Love the setting, love the character building, and loved the adventures we playtested, but have a strong sense of reservation towards the game mechanics. Note, however, that 2d20 for Star Trek, JCoM, and Dune is a narrativist-gamist hybrid, and Dune is the purest of these... not even differentiating weapon damages... It's very smooth in play, but it's not a gear-details-matter game. Every tool is just another trait, either allowing something, disallowing something, adding 1 to effect, or reducing effect by 1. On a nat 20, you get a complication and have failed the success on that die. And on a nat 1, or a roll under skill if working inside focus, 2 successes. I prefer Cortex Plus/Prime, where the bad roll (a nat 1 in C+/C') does nothing for your success, but only adds a complication if the opposition gets a plot point. You get one when you accept the complication on your 1, and pay 1 when they accept it. If one wants to swap the effects to be more cortex-like, just make the nat 20 complication cost the GM 2 threat, and taking that extra success cost 1 on low rolls. [/QUOTE]
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