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Friends, Gamers, Editors, Lend Me Your Ears! (New Rules)
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<blockquote data-quote="Kobold Stew" data-source="post: 9585423" data-attributes="member: 23484"><p>That's better, but for many it will b GM-determined ("I'm running a hard sf game") and some it will come from the players. Maybe that doesn't worry you.</p><p></p><p></p><p>This, to me, is worse. A tie should be the most interesting outcome, not something to be dodged. If the system can't handle that, then it should be revised. Maybe a tie is "Win with a cost", or "both sides achieve their ends". Reroll is weak.</p><p></p><p></p><p>This is better. A second example involving combat would help.</p><p></p><p></p><p>either is fine.</p><p></p><p></p><p>This doesn't give the precision I would like, but it does show that I was misnunderstanding what a perk is. These examples are very different from the Linguist perk mentioned in the example, which if not representative is misleading.</p><p></p><p>better.</p><p></p><p>Better.</p><p></p><p></p><p>This feels unsatisfactory in play, but perhaps your experience makes it different. </p><p>I can see an option to spend an action to do things that round "carefully" in which any rolls that turn (i.e. with the other two actions) get to halfmax. But fo reach roll to be either halfmaxed or not, by player choice, feels arbitrary to me.</p><p></p><p></p><p>I think perhaps I wanted critical fails added.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9585423, member: 23484"] That's better, but for many it will b GM-determined ("I'm running a hard sf game") and some it will come from the players. Maybe that doesn't worry you. This, to me, is worse. A tie should be the most interesting outcome, not something to be dodged. If the system can't handle that, then it should be revised. Maybe a tie is "Win with a cost", or "both sides achieve their ends". Reroll is weak. This is better. A second example involving combat would help. either is fine. This doesn't give the precision I would like, but it does show that I was misnunderstanding what a perk is. These examples are very different from the Linguist perk mentioned in the example, which if not representative is misleading. better. Better. This feels unsatisfactory in play, but perhaps your experience makes it different. I can see an option to spend an action to do things that round "carefully" in which any rolls that turn (i.e. with the other two actions) get to halfmax. But fo reach roll to be either halfmaxed or not, by player choice, feels arbitrary to me. I think perhaps I wanted critical fails added. [/QUOTE]
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