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<blockquote data-quote="Water Bob" data-source="post: 7708119" data-attributes="member: 92305"><p>In what way? I sure don't see it in the mechanics. Are you talking about the art and presentation?</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Your target number on a task is to roll lower than Skill + Attribute. You roll a number of d20 dice. Each one that rolls under your target is a "Success".</p><p></p><p>Difficulty is measured in Successes. You need 1 Success for something easy. You need 2 successes for something of standard difficulty. And so on.</p><p></p><p>You get 2 d20 dice to start with.</p><p></p><p>There is a way to gain extra successes by rolling really low (rolling lower than your target number and a focus number), so one d20 dice can roll up to two successes.</p><p></p><p></p><p></p><p></p><p></p><p><strong>MOMENTUM:</strong> If you roll more Successes than are needed, then you can keep these extra Successes as Momentum Points. You can use Momentum Points to buy extra dice or effects in the game, later on, on later rolls.</p><p></p><p></p><p></p><p><strong>DOOM:</strong> Another way to get extra dice to roll is to purchase DOOM points. For example, you need to climb up a wall that is very hard to climb. It will take three successes to reach the top, and there is a good chance that you'll fall to your death.</p><p></p><p>You start with your 2d20 dice, but the chances of rolling three success on 2 dice is slim. You want some insurance. You pay 2 points of DOOM to the GM. In return, he gives you an extra two dice. Now, you have 4d20 dice to make the climb--rolling them, looking for three successes.</p><p></p><p>The GM keeps these DOOM points and saves them for a point in the game where he wants to use them to buff up his NPCs, activate monsters that normally wouldn't be activated, or generally make obstacles harder for the players.</p><p></p><p>In the example, the GM might immediately use the two DOOM points he just got from the climbing PC to use with the NPC that is chasing him. He uses the two DOOM points to add two dice to the NPCs climb--so that the NPC has a better chance, like the player character, to make it up the cliff.</p><p></p><p>Or...the GM might keep the DOOM points, letting them build, so that he has a lot of ammo to use during the climax of the adventure that happens four game sessions later. </p><p></p><p>It's up to the GM on how to use the DOOM points. He can keep 'em or use 'em as he sees fit to keep the game "dramatic".</p></blockquote><p></p>
[QUOTE="Water Bob, post: 7708119, member: 92305"] In what way? I sure don't see it in the mechanics. Are you talking about the art and presentation? Your target number on a task is to roll lower than Skill + Attribute. You roll a number of d20 dice. Each one that rolls under your target is a "Success". Difficulty is measured in Successes. You need 1 Success for something easy. You need 2 successes for something of standard difficulty. And so on. You get 2 d20 dice to start with. There is a way to gain extra successes by rolling really low (rolling lower than your target number and a focus number), so one d20 dice can roll up to two successes. [B]MOMENTUM:[/B] If you roll more Successes than are needed, then you can keep these extra Successes as Momentum Points. You can use Momentum Points to buy extra dice or effects in the game, later on, on later rolls. [B]DOOM:[/B] Another way to get extra dice to roll is to purchase DOOM points. For example, you need to climb up a wall that is very hard to climb. It will take three successes to reach the top, and there is a good chance that you'll fall to your death. You start with your 2d20 dice, but the chances of rolling three success on 2 dice is slim. You want some insurance. You pay 2 points of DOOM to the GM. In return, he gives you an extra two dice. Now, you have 4d20 dice to make the climb--rolling them, looking for three successes. The GM keeps these DOOM points and saves them for a point in the game where he wants to use them to buff up his NPCs, activate monsters that normally wouldn't be activated, or generally make obstacles harder for the players. In the example, the GM might immediately use the two DOOM points he just got from the climbing PC to use with the NPC that is chasing him. He uses the two DOOM points to add two dice to the NPCs climb--so that the NPC has a better chance, like the player character, to make it up the cliff. Or...the GM might keep the DOOM points, letting them build, so that he has a lot of ammo to use during the climax of the adventure that happens four game sessions later. It's up to the GM on how to use the DOOM points. He can keep 'em or use 'em as he sees fit to keep the game "dramatic". [/QUOTE]
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