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<blockquote data-quote="aramis erak" data-source="post: 8353633" data-attributes="member: 6779310"><p>I've run 2 different 2d20 games: STA and Dune.</p><p>I'm neither a fan nor a hater of the system. </p><p>The setting materials are going to be excellent; the rules are going to be relatively straightforward.</p><p></p><p>I'll not some design issues for you...</p><p>Nat 20's (called complications) are bad; some players fail to report them. There is no player mechanical benefit to reporting their 20's.</p><p>Players may "buy off" compications by generating threat.</p><p>The Complication Range (starts at nat 20) can be widened as a complication from a nat 20, by 1 point... the maximum range is 16-20.</p><p></p><p>I've had sessions where, due to use of increased complication range and following bad player rolls, The players failed the mission and I had over 15 threat unspent. it was a clear case of the system kicking the PCs while they were against the ropes. I hadn't been hammering them, and they failed because of dice issues. This is rare, Modiphius blames the GM.</p><p></p><p>The difficulty labels fit nicely to 2d20... but you'll seldom be rolling just 2d20. 3-5 is typical. It's a count successes system, and nat 1's always count double; each flavor has a different method for determining how wide the 2nd success range is. Conan, it's bought separately. STA, if you have the right label, the Discipline (super broad skill) is the range, otherwise it's just the nat 1. Dune is similar to STA.</p><p></p><p>If you're good with the ideas of metacurrency (3 of them... Momentum (for players), threat (for GM's, does most of the things momentum does, and a few momentum doesn't), and determination/fate (which guarantees 2 successes on the dice, but are low in number))... it can be very enjoyable. just watch for non-reported threat and for snowballing of threat via increased complication range.</p><p></p><p>I can't speak to physical quality; so far, it's been all PDFs for me. I'll be picking up my Dune hardcover next week.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8353633, member: 6779310"] I've run 2 different 2d20 games: STA and Dune. I'm neither a fan nor a hater of the system. The setting materials are going to be excellent; the rules are going to be relatively straightforward. I'll not some design issues for you... Nat 20's (called complications) are bad; some players fail to report them. There is no player mechanical benefit to reporting their 20's. Players may "buy off" compications by generating threat. The Complication Range (starts at nat 20) can be widened as a complication from a nat 20, by 1 point... the maximum range is 16-20. I've had sessions where, due to use of increased complication range and following bad player rolls, The players failed the mission and I had over 15 threat unspent. it was a clear case of the system kicking the PCs while they were against the ropes. I hadn't been hammering them, and they failed because of dice issues. This is rare, Modiphius blames the GM. The difficulty labels fit nicely to 2d20... but you'll seldom be rolling just 2d20. 3-5 is typical. It's a count successes system, and nat 1's always count double; each flavor has a different method for determining how wide the 2nd success range is. Conan, it's bought separately. STA, if you have the right label, the Discipline (super broad skill) is the range, otherwise it's just the nat 1. Dune is similar to STA. If you're good with the ideas of metacurrency (3 of them... Momentum (for players), threat (for GM's, does most of the things momentum does, and a few momentum doesn't), and determination/fate (which guarantees 2 successes on the dice, but are low in number))... it can be very enjoyable. just watch for non-reported threat and for snowballing of threat via increased complication range. I can't speak to physical quality; so far, it's been all PDFs for me. I'll be picking up my Dune hardcover next week. [/QUOTE]
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