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<blockquote data-quote="Ovinomancer" data-source="post: 8153752" data-attributes="member: 16814"><p>It's really not. The players have a lot of weight they can throw at both rolls and the consequences to mitigate this. This is why I said it sometimes happens -- usually the PCs are robust enough to be able to overcome.</p><p></p><p>For example, the player picks the action, so if their not picking actions that have reasonable chances of success, they know it -- like the Hound in my example that has a 3 dice Hunt with some nice playbook perks, but 0 dice Attune. When he picked Attune as an action, he knew what he was in for. Further, you can Push by burning 2 Stress for an extra die, or accept a devil's bargain for one (essentially agree to a minor consequence for an extra die). You can get assistance from a teammate for an extra die, and this can stack with the extra die from Pushing or a Devil's Bargain (which don't stack), but this opens the assistant to the consequence. You can perform a setup action to improve the Effect -- either yourself or a teammate can do this. Given how the system works, just going from one die to two halves the chance for failure (50% to 25%). Three dice is a 12.5% chance of failure. If you get four dice, this is 6.25% -- or nearly the odds you'll roll a 1 on a d20. So, yeah, players have a lot of weight they can bring to the chances of success.</p><p></p><p>For improving effect, the can Push for this as well, or use the setup actions, or swap position for effect. There's lots of ways this can work out.</p><p></p><p>If they fail, they still have weight to throw -- they can Resist, which automatically succeeds and reduces or negates (for lesser consequences) the impact of the failure. They can burn equipment, often, to do similar things. </p><p></p><p>So, yeah, in practice, players have a lot of weight they can throw at things. It's when players try to do things they're not particularly good at that the fun really happens. For some reason, one I cannot explain, my players have all built characters that are bad at the sway/consort/command actions, but they keep on trying to use them! It's a running joke -- "How do we get out of this scrape -- sneak away, where we have good dice, or fight our way out where we have good dice? NO! Let's talk our way out, where we have terrible dice! I dearly love my players, though -- they entertain the hell out of me.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8153752, member: 16814"] It's really not. The players have a lot of weight they can throw at both rolls and the consequences to mitigate this. This is why I said it sometimes happens -- usually the PCs are robust enough to be able to overcome. For example, the player picks the action, so if their not picking actions that have reasonable chances of success, they know it -- like the Hound in my example that has a 3 dice Hunt with some nice playbook perks, but 0 dice Attune. When he picked Attune as an action, he knew what he was in for. Further, you can Push by burning 2 Stress for an extra die, or accept a devil's bargain for one (essentially agree to a minor consequence for an extra die). You can get assistance from a teammate for an extra die, and this can stack with the extra die from Pushing or a Devil's Bargain (which don't stack), but this opens the assistant to the consequence. You can perform a setup action to improve the Effect -- either yourself or a teammate can do this. Given how the system works, just going from one die to two halves the chance for failure (50% to 25%). Three dice is a 12.5% chance of failure. If you get four dice, this is 6.25% -- or nearly the odds you'll roll a 1 on a d20. So, yeah, players have a lot of weight they can bring to the chances of success. For improving effect, the can Push for this as well, or use the setup actions, or swap position for effect. There's lots of ways this can work out. If they fail, they still have weight to throw -- they can Resist, which automatically succeeds and reduces or negates (for lesser consequences) the impact of the failure. They can burn equipment, often, to do similar things. So, yeah, in practice, players have a lot of weight they can throw at things. It's when players try to do things they're not particularly good at that the fun really happens. For some reason, one I cannot explain, my players have all built characters that are bad at the sway/consort/command actions, but they keep on trying to use them! It's a running joke -- "How do we get out of this scrape -- sneak away, where we have good dice, or fight our way out where we have good dice? NO! Let's talk our way out, where we have terrible dice! I dearly love my players, though -- they entertain the hell out of me. [/QUOTE]
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