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General Tabletop Discussion
*TTRPGs General
Binary Success vs Multiple Levels of Success
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<blockquote data-quote="Staffan" data-source="post: 9631385" data-attributes="member: 907"><p>Star Wars/Genesys provides a two-dimensional... I guess you could call it "success matrix". There are successes and failures, which determine if you succeed at the actual task you were attempting and if so, how well (a single uncancelled success is a full baseline success, but more successes can make things faster better harder stronger). For example, if you're attacking someone, additional successes inflict more damage. If you're slicing into a system, more successes lets you do it faster or get more of the information you're looking for. But you also have advantages and threats, which provide positive or negative side effects. If you're shooting at someone who's in cover, maybe advantages can force them out of that cover or destroy the cover, regardless of whether you hit them or not. If you're slicing a system, maybe a few threats can set off an alarm, and advantages might provide useful information you <strong>weren't</strong> looking for. If you're trying to get a blast door to close, maybe some threats mean you shoot the console which also controls the bridge across the chasm you need to cross.</p><p></p><p>That gives you some really cool opportunities for storytelling, but at the same time it can feel like there's pressure to do something cool with those threats and advantages. As a fallback, you can use them to cost or regain strain, but that's kinda boring.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9631385, member: 907"] Star Wars/Genesys provides a two-dimensional... I guess you could call it "success matrix". There are successes and failures, which determine if you succeed at the actual task you were attempting and if so, how well (a single uncancelled success is a full baseline success, but more successes can make things faster better harder stronger). For example, if you're attacking someone, additional successes inflict more damage. If you're slicing into a system, more successes lets you do it faster or get more of the information you're looking for. But you also have advantages and threats, which provide positive or negative side effects. If you're shooting at someone who's in cover, maybe advantages can force them out of that cover or destroy the cover, regardless of whether you hit them or not. If you're slicing a system, maybe a few threats can set off an alarm, and advantages might provide useful information you [B]weren't[/B] looking for. If you're trying to get a blast door to close, maybe some threats mean you shoot the console which also controls the bridge across the chasm you need to cross. That gives you some really cool opportunities for storytelling, but at the same time it can feel like there's pressure to do something cool with those threats and advantages. As a fallback, you can use them to cost or regain strain, but that's kinda boring. [/QUOTE]
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