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MCDM Update: The Power Roll
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<blockquote data-quote="Ruin Explorer" data-source="post: 9311868" data-attributes="member: 18"><p>None of those work this way, so that seems like a strange set of comparisons. </p><p></p><p>PtbA games usually have a small, well-defined number of shared moves - some have none which aren't shared, others have a few, not potentially a dozen or more moves unique to each character. The ones which have more unique moves tend to be significantly clunkier and can approach "high crunch" levels of clunky-ness - looking at you, City of Mists. They also tend to have three clear different states, not three different numbers - i.e. fail, succeed-with-problems, succeed without problems.</p><p></p><p>Chronicles of Darkness' system doesn't really work like that either - it's just that if the margin of success is over 5 (deemed an "Exceptional Success"), you gain a beneficial condition (there's no hard list either - they suggest defaulting to Inspired but the DM can make it up on the fly). It's not a different state with different results beyond that bonus condition. You don't have to check or consult anything - you just know the 5 successes or more = bonus condition. Further, a Dramatic Failure is also a generic thing, where, if you have 0 dice in your pool, and have to roll anyway, <em>and</em> roll a 1 (a pretty rare situation), the DM gets to make up something bad that happens. There's nothing to memorize there. It's not comparable. These are generic rules rather than comparable to a table.</p><p></p><p>I'm less familiar with PF2E, but last time I looked over the rules, it seemed like those were generic states, not something that caused you to consult individualized tables.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9311868, member: 18"] None of those work this way, so that seems like a strange set of comparisons. PtbA games usually have a small, well-defined number of shared moves - some have none which aren't shared, others have a few, not potentially a dozen or more moves unique to each character. The ones which have more unique moves tend to be significantly clunkier and can approach "high crunch" levels of clunky-ness - looking at you, City of Mists. They also tend to have three clear different states, not three different numbers - i.e. fail, succeed-with-problems, succeed without problems. Chronicles of Darkness' system doesn't really work like that either - it's just that if the margin of success is over 5 (deemed an "Exceptional Success"), you gain a beneficial condition (there's no hard list either - they suggest defaulting to Inspired but the DM can make it up on the fly). It's not a different state with different results beyond that bonus condition. You don't have to check or consult anything - you just know the 5 successes or more = bonus condition. Further, a Dramatic Failure is also a generic thing, where, if you have 0 dice in your pool, and have to roll anyway, [I]and[/I] roll a 1 (a pretty rare situation), the DM gets to make up something bad that happens. There's nothing to memorize there. It's not comparable. These are generic rules rather than comparable to a table. I'm less familiar with PF2E, but last time I looked over the rules, it seemed like those were generic states, not something that caused you to consult individualized tables. [/QUOTE]
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