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Grading the Genesys System
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<blockquote data-quote="innerdude" data-source="post: 9282466" data-attributes="member: 85870"><p>Commenting on some tricks I used to manage dice interpretation ---</p><p></p><p>I know The Alexandrian was highly critical of the overall setup of the dice spread and interpretation. (You can go back and look at his playtesting from several years ago if you care).</p><p></p><p>And I can see his points to a degree, which is that there's no real guidance in the rules for interpretation. How exactly do you reconcile a Triumph and a Despair in the same result?</p><p></p><p>I'll admit that the RAW is . . . not what I'd do.</p><p></p><p>When we played, I houseruled several things.</p><p></p><p>One, I houseruled that a Triumph and Despair in the same roll cancel each other. Or, if anything, I convert it to a +1 advantage, under the idea that in Star Wars at least, the light side always holds more sway in the long run. A Triumph is always slightly more powerful than a Despair, even if both appear at the same time.</p><p></p><p>Two, I implemented something similar to <em>Ironsworn</em>'s momentum rules to handle excess advantage. On any given roll, they can let it stand. Or, they can choose to "bank" advantage as momentum. If as a player I have 2 extra advantage, they can bank it as momentum instead of using it on the current roll.</p><p></p><p>If a player can bank up to 5 excess advantage, they can either introduce an additional green ability die or remove a purple challenge die from one roll later, and their momentum resets to zero. Likewise, if they can bank 10 advantage, they can burn it to introduce a yellow "upgraded" proficiency die to their roll, or remove an orange Challenge die from the roll.</p><p></p><p>I also basically allowed nearly any throw of the dice to pass their advantage on to another player. So if you roll two extra advantage, but you want to pass it off to the next player, you can hand over however much advantage to the next player's roll. You CANNOT bank momentum for another player; you can only bank momentum on your own rolls (but passing on your advantage gives another player a better chance to bank their own momentum).</p><p></p><p>So between the momentum houserule and the ability to pass on advantage, it added a nice little tactical decision layer that was fun for the players. They liked having a small but meaningful decision to make. I also houseruled that you CANNOT use momentum to activate weapon effects. Like, if you're short 1 advantage from activating a weapon quality, you can't burn momentum to get yourself over the hurdle. You can only use momentum to affect <em>what's added or removed from the dice pool, </em>not the result after the fact.</p><p></p><p>Third and finally, I houseruled that ANY Despair result removes ALL banked momentum from ALL players at the table. It adds a HUGE layer of tension to rolls and extra mechanical weight when as a GM I toss an orange challenge die to the table. This effect can only be canceled by rolling a Triumph in the same roll.</p><p></p><p>To offset some of this, I basically leaned pretty hard into making challenges greater on a per-encounter basis.</p><p></p><p>All in all it worked fantastically in play.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9282466, member: 85870"] Commenting on some tricks I used to manage dice interpretation --- I know The Alexandrian was highly critical of the overall setup of the dice spread and interpretation. (You can go back and look at his playtesting from several years ago if you care). And I can see his points to a degree, which is that there's no real guidance in the rules for interpretation. How exactly do you reconcile a Triumph and a Despair in the same result? I'll admit that the RAW is . . . not what I'd do. When we played, I houseruled several things. One, I houseruled that a Triumph and Despair in the same roll cancel each other. Or, if anything, I convert it to a +1 advantage, under the idea that in Star Wars at least, the light side always holds more sway in the long run. A Triumph is always slightly more powerful than a Despair, even if both appear at the same time. Two, I implemented something similar to [I]Ironsworn[/I]'s momentum rules to handle excess advantage. On any given roll, they can let it stand. Or, they can choose to "bank" advantage as momentum. If as a player I have 2 extra advantage, they can bank it as momentum instead of using it on the current roll. If a player can bank up to 5 excess advantage, they can either introduce an additional green ability die or remove a purple challenge die from one roll later, and their momentum resets to zero. Likewise, if they can bank 10 advantage, they can burn it to introduce a yellow "upgraded" proficiency die to their roll, or remove an orange Challenge die from the roll. I also basically allowed nearly any throw of the dice to pass their advantage on to another player. So if you roll two extra advantage, but you want to pass it off to the next player, you can hand over however much advantage to the next player's roll. You CANNOT bank momentum for another player; you can only bank momentum on your own rolls (but passing on your advantage gives another player a better chance to bank their own momentum). So between the momentum houserule and the ability to pass on advantage, it added a nice little tactical decision layer that was fun for the players. They liked having a small but meaningful decision to make. I also houseruled that you CANNOT use momentum to activate weapon effects. Like, if you're short 1 advantage from activating a weapon quality, you can't burn momentum to get yourself over the hurdle. You can only use momentum to affect [I]what's added or removed from the dice pool, [/I]not the result after the fact. Third and finally, I houseruled that ANY Despair result removes ALL banked momentum from ALL players at the table. It adds a HUGE layer of tension to rolls and extra mechanical weight when as a GM I toss an orange challenge die to the table. This effect can only be canceled by rolling a Triumph in the same roll. To offset some of this, I basically leaned pretty hard into making challenges greater on a per-encounter basis. All in all it worked fantastically in play. [/QUOTE]
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