Getting ready to break in the playtesting group, so I'm cramming on the rules a bit.
First: Love love LOVE countdowns. Lurv. Such a great idea. Have you experimented with using them as limits for casting/psi-powers at all? That would be neat.
Second: looking at the core mechanic when I noticed some inconsistencies in the rules and examples. For my first few readings it seemed "obvious" to me that STR 6 meant "roll 6d6". Many of the examples of the mechanic (both "Easy Tasks" and "Opposed Tasks" pg 71) seem to support that theory. However, pg 70's table (and calculation) clearly shows that not to be the case.
From a pure clarity of communication view, wouldn't 6 = 6d6 be better? It's a small point and definitely not a deal-breaker - I just think it's easy to teach newbies when things come together in a more intuitive way.
Is there something about this pattern ([ATT/2] +1) that makes more sense from the probabilities side of things?
First: Love love LOVE countdowns. Lurv. Such a great idea. Have you experimented with using them as limits for casting/psi-powers at all? That would be neat.
Second: looking at the core mechanic when I noticed some inconsistencies in the rules and examples. For my first few readings it seemed "obvious" to me that STR 6 meant "roll 6d6". Many of the examples of the mechanic (both "Easy Tasks" and "Opposed Tasks" pg 71) seem to support that theory. However, pg 70's table (and calculation) clearly shows that not to be the case.
From a pure clarity of communication view, wouldn't 6 = 6d6 be better? It's a small point and definitely not a deal-breaker - I just think it's easy to teach newbies when things come together in a more intuitive way.
Is there something about this pattern ([ATT/2] +1) that makes more sense from the probabilities side of things?
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