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General Tabletop Discussion
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Dice Pools, Grades, and Difficulties
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<blockquote data-quote="Morrus" data-source="post: 6881537" data-attributes="member: 1"><p>Long post! OK, if I understand your questions:</p><p></p><p>1) The overall max dice pool applies to both PCs and monsters. It reduces swinginess issues that early playtests had. Note that the Bestiaries aren't actually out yet, so those DEFENSE scores are not yet set in stone -- it is likely that the dice pools which create those scores will end up limiting them in the same way. My main reservation is feedback which is starting to hint that things are getting a little *too* balanced, which is why I've held back on doing that quite yet. I'll have to decide 100% once the Bestiaries come out, but if that happens those NPCs will be slightly higher grades reflecting their higher DEFENSE scores (6d6 and 8d6 respectively).</p><p></p><p>2) Correct. You exchange the dice for damage if you want more damage.</p><p></p><p>Knowing how to use high quality climbing gear is a skill. I personally wouldn't have the faintest clue how a carabena (sp?) or a grapple or abseiling equipment worked.</p><p></p><p>The max dice pool, is a balancing factor. I'm the first to admit that real life isn't balanced, and balancing rules make no sense whatsoever is any attempt at simulation; but on the other side of the coin, this is a game, and while there's a lot of exception-based design in there and a lot of "guidelines not rules" which allow you to make a monster with any stats you want, having those core concepts in there is useful; it means the GM has to think about why he's changing that.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6881537, member: 1"] Long post! OK, if I understand your questions: 1) The overall max dice pool applies to both PCs and monsters. It reduces swinginess issues that early playtests had. Note that the Bestiaries aren't actually out yet, so those DEFENSE scores are not yet set in stone -- it is likely that the dice pools which create those scores will end up limiting them in the same way. My main reservation is feedback which is starting to hint that things are getting a little *too* balanced, which is why I've held back on doing that quite yet. I'll have to decide 100% once the Bestiaries come out, but if that happens those NPCs will be slightly higher grades reflecting their higher DEFENSE scores (6d6 and 8d6 respectively). 2) Correct. You exchange the dice for damage if you want more damage. Knowing how to use high quality climbing gear is a skill. I personally wouldn't have the faintest clue how a carabena (sp?) or a grapple or abseiling equipment worked. The max dice pool, is a balancing factor. I'm the first to admit that real life isn't balanced, and balancing rules make no sense whatsoever is any attempt at simulation; but on the other side of the coin, this is a game, and while there's a lot of exception-based design in there and a lot of "guidelines not rules" which allow you to make a monster with any stats you want, having those core concepts in there is useful; it means the GM has to think about why he's changing that. [/QUOTE]
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