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Blades in the Dark (& hacks) - Replacing Effect Dice
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<blockquote data-quote="hawkeyefan" data-source="post: 9379534" data-attributes="member: 6785785"><p>My question would be then how is effect determined? How do you know if someone succeeded with Great Effect or with Limited Effect? </p><p></p><p>I’m a little unclear on what you’re suggesting. Is it something like the below?</p><p></p><ul> <li data-xf-list-type="ul">Great Effect = +1D to the roll</li> <li data-xf-list-type="ul">Standard Effect = no change</li> <li data-xf-list-type="ul">Limited Effect = -1D to roll</li> </ul><p></p><p>Is that correct? If so, I’m not sire what this accomplishes as you still need to determine the Effect. It’s just now instead of the Effect being about the quality of the outcome, it’ll now change the chance for success? </p><p></p><p>Is that what you want? </p><p></p><p></p><p></p><p>Wouldn’t this increase the dice pool by +1 in some instances? And -1 in others? Is that really a significant change? </p><p></p><p>This would actually make it possible to roll 1 more die on an action roll than is currently possible per the rules. </p><p></p><p></p><p></p><p>I think it’s one of the elements of the game that tales the most time for folks new to the game to grasp, but I don’t think it’s so bad that it should be removed. In fact, I think it’s one of the strengths of the game. </p><p></p><p>John Harper has put out some really solid play guides and also videos that can help with some of the trickier parts of BitD. Here’s a link to one about updated play references. </p><p></p><p><a href="https://m.youtube.com/watch?v=fr5ZQAECcps&pp=ygUbSm9obiBIYXJwZXIgcG9zaXRpb24gZWZmZWN0" target="_blank">GM Guidance for Blades</a></p><p></p><p></p><p></p><p>Well, a Difficult task would probably have a Desperate Position. So that means the consequences on a failure will be greater. </p><p></p><p>If it was also Limited Effect, then yes, you’ve made it harder to succeed by subtracting a die. But you’ve made it easier to achieve full success by removing Effect entirely. </p><p></p><p></p><p></p><p>Yeah, you’re essentially taking two different things… the difficulty of a task and the scope of success… and making them one thing, and then not replacing the second thing. </p><p></p><p></p><p></p><p>I think it’s something that could be possible if the goal is to make the game simpler. But I think it would be something that would indeed need to be part of a more significant revision.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9379534, member: 6785785"] My question would be then how is effect determined? How do you know if someone succeeded with Great Effect or with Limited Effect? I’m a little unclear on what you’re suggesting. Is it something like the below? [LIST] [*]Great Effect = +1D to the roll [*]Standard Effect = no change [*]Limited Effect = -1D to roll [/LIST] Is that correct? If so, I’m not sire what this accomplishes as you still need to determine the Effect. It’s just now instead of the Effect being about the quality of the outcome, it’ll now change the chance for success? Is that what you want? Wouldn’t this increase the dice pool by +1 in some instances? And -1 in others? Is that really a significant change? This would actually make it possible to roll 1 more die on an action roll than is currently possible per the rules. I think it’s one of the elements of the game that tales the most time for folks new to the game to grasp, but I don’t think it’s so bad that it should be removed. In fact, I think it’s one of the strengths of the game. John Harper has put out some really solid play guides and also videos that can help with some of the trickier parts of BitD. Here’s a link to one about updated play references. [URL='https://m.youtube.com/watch?v=fr5ZQAECcps&pp=ygUbSm9obiBIYXJwZXIgcG9zaXRpb24gZWZmZWN0']GM Guidance for Blades[/URL] Well, a Difficult task would probably have a Desperate Position. So that means the consequences on a failure will be greater. If it was also Limited Effect, then yes, you’ve made it harder to succeed by subtracting a die. But you’ve made it easier to achieve full success by removing Effect entirely. Yeah, you’re essentially taking two different things… the difficulty of a task and the scope of success… and making them one thing, and then not replacing the second thing. I think it’s something that could be possible if the goal is to make the game simpler. But I think it would be something that would indeed need to be part of a more significant revision. [/QUOTE]
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