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<blockquote data-quote="Staffan" data-source="post: 9724403" data-attributes="member: 907"><p>It sounds like Vaesen uses different consequences for pushing than OG MYZ. In MYZ, it's more of a push-your-luck mechanic. When you make a roll, you use different-colored dice: yellow for stat, green for skill, and black for gear. Situational modifiers usually add/remove green dice. On the primary roll, the color doesn't really matter: a 6 is a success. But when you push, you take all the dice that show 2-5, as well as the green 1s, and reroll (so yellow and black 1s stay). And when you push, 1s break things. A yellow 1 is 1 point of trauma to that stat (and 1 mutation point), and a black 1 reduces that gear's bonus by 1.</p><p></p><p>This gives you some information on the level of risk before pushing. For example, if you already rolled a success or two on the yellow dice but none on the green dice, but still need/want more successes, that's a fairly safe push because most of the dice you'll be rerolling are green and thus consequence free. But if you maybe already rolled two yellow 1s, you're only going to push that roll in a <strong>dire</strong> emergency.</p><p></p><p>MYZ also seems to have an easier time with healing. Mutants can heal damage and stress (Strength and Agility) by eating food and drinking water, one ration per point. So you're losing a scarce resource, but it's pretty fast. Confusion and doubt are more limited, requiring 4 hours of sleep and a "moment of closeness" with a companion (which could be sitting around the campfire telling stories, or it could be the ol' in-out) – so you can't heal them as rapidly, but on the other hand they don't cost resources.</p><p></p><p>I think the mechanic in itself (other than the probability wonkiness) is really well suited to MYZ in particular, where decay is a fundamental principle of the game. I think their adaptions to other games have sometimes been lacking.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9724403, member: 907"] It sounds like Vaesen uses different consequences for pushing than OG MYZ. In MYZ, it's more of a push-your-luck mechanic. When you make a roll, you use different-colored dice: yellow for stat, green for skill, and black for gear. Situational modifiers usually add/remove green dice. On the primary roll, the color doesn't really matter: a 6 is a success. But when you push, you take all the dice that show 2-5, as well as the green 1s, and reroll (so yellow and black 1s stay). And when you push, 1s break things. A yellow 1 is 1 point of trauma to that stat (and 1 mutation point), and a black 1 reduces that gear's bonus by 1. This gives you some information on the level of risk before pushing. For example, if you already rolled a success or two on the yellow dice but none on the green dice, but still need/want more successes, that's a fairly safe push because most of the dice you'll be rerolling are green and thus consequence free. But if you maybe already rolled two yellow 1s, you're only going to push that roll in a [B]dire[/B] emergency. MYZ also seems to have an easier time with healing. Mutants can heal damage and stress (Strength and Agility) by eating food and drinking water, one ration per point. So you're losing a scarce resource, but it's pretty fast. Confusion and doubt are more limited, requiring 4 hours of sleep and a "moment of closeness" with a companion (which could be sitting around the campfire telling stories, or it could be the ol' in-out) – so you can't heal them as rapidly, but on the other hand they don't cost resources. I think the mechanic in itself (other than the probability wonkiness) is really well suited to MYZ in particular, where decay is a fundamental principle of the game. I think their adaptions to other games have sometimes been lacking. [/QUOTE]
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