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Anyone here play the 2d20 Conan game by Modiphius Entertainment?
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<blockquote data-quote="aramis erak" data-source="post: 8039418" data-attributes="member: 6779310"><p>It's worth noting that 2d20 games are each different in their attribute/skill/talent relationships, so my experience with STA isn't all that relevant to Conan AiaAUO on the experience issue, but both share one huge potential issue...</p><p></p><p>While momentum is limited — maximum possible being 2×dice+6 (from the shared pool) — creating Doom(Conan)/Threat(STA) isn't. And anything a player can do by spending momentum can also be done by generating threat. With careless players, or with a GM who overdoes the expansion of the Complication Range, this can snowball into 20+ leftover threat after a massive defeat of the players. Or worse, if the GM doesn't have good complications to throw (and expanding the complication range is a simple mechanical one), players winning might see 20+ threat unspent and feel like they were handed their victory. (Ironically, the most vocal about hating that "easy success" amongst my STA players is the most munchkin of the lot.)</p><p></p><p>In other words, make efforts to not retain too much threat, so players don't think that either the adventure was a preordained doom or was an easy victory because the GM wasn't playing hardball.</p><p></p><p>One might also want to limit threat generation by players to a reasonable limit. (I'll use 10 total between momentum spent and threat generated, when not playing playtests.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8039418, member: 6779310"] It's worth noting that 2d20 games are each different in their attribute/skill/talent relationships, so my experience with STA isn't all that relevant to Conan AiaAUO on the experience issue, but both share one huge potential issue... While momentum is limited — maximum possible being 2×dice+6 (from the shared pool) — creating Doom(Conan)/Threat(STA) isn't. And anything a player can do by spending momentum can also be done by generating threat. With careless players, or with a GM who overdoes the expansion of the Complication Range, this can snowball into 20+ leftover threat after a massive defeat of the players. Or worse, if the GM doesn't have good complications to throw (and expanding the complication range is a simple mechanical one), players winning might see 20+ threat unspent and feel like they were handed their victory. (Ironically, the most vocal about hating that "easy success" amongst my STA players is the most munchkin of the lot.) In other words, make efforts to not retain too much threat, so players don't think that either the adventure was a preordained doom or was an easy victory because the GM wasn't playing hardball. One might also want to limit threat generation by players to a reasonable limit. (I'll use 10 total between momentum spent and threat generated, when not playing playtests.) [/QUOTE]
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Anyone here play the 2d20 Conan game by Modiphius Entertainment?
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