kronovan
Hero
Of all the TTRPGs I own, 2d20 more than other systems is one you need to experience the dice rolling on the table before it make sense. The only other TTRPG I own that's similar in that regard is The Dark Eye. So those posting comments here who've only watched game plays, before jumping to a conclusions I'd really encourage you to play a few times. Even if it's just a solo session.
In general I like the 2d20 system and have enjoyed GMing and playing STA. That said, IMO a STA GM needs to be on their toes a bit in order to run things successfully - Difficulty, TN compilation and the Threat pool in particular. Some of the things I've read here from people who've viewed it being played, IMO confirms bad GMing.
And I'll add that I was once invited to a Conan table, but after reading the rules I declined - that implementation of 2d20 just didn't grab me. That said, the LGS staff that ran it were all new to TTRPGs and had a wonderful experience with it. Another case in point; I own the Corvis Belli Inifinity 2d20 PDF and bounced off it, yet a commenter here reported having a very good experience with. It just seems 2d20 can be a more polarizing than most TTRPGs, in terms of impressions and experiences. So yeah, I'm far from having the illusion that it's everbody's cup of tea.
Dune: "SPENDING MOMENTUM. You can spend Momentum to improve the outcome of a skill test you have passed, such as gaining more information or creating a lasting effect.
After a skill test has passed, the gamemaster describes what happens. You can then spend Momentum to improve his outcome, gain other benefits, or generally make the situation better for you and your allies, or worse for your opponents."
STA: "SPENDING MOMENTUM. Momentum is normally used to improve the outcome of a successful Task, such as gaining more information from research, inflicting more Stress with an attack, or making more progress with an ongoing problem.
When a Task s successful, the Gamemaster will describe the basic outcome of that Task. Momentum may then be spent to improve this outcome, or to gain some other benefit. Momentum used like this doesn’t need to be spent in advance; each point can be spent one at a time as required. "
So, no you don't need to do "metacurrencey bargaining...before you roll."
In general I like the 2d20 system and have enjoyed GMing and playing STA. That said, IMO a STA GM needs to be on their toes a bit in order to run things successfully - Difficulty, TN compilation and the Threat pool in particular. Some of the things I've read here from people who've viewed it being played, IMO confirms bad GMing.
And I'll add that I was once invited to a Conan table, but after reading the rules I declined - that implementation of 2d20 just didn't grab me. That said, the LGS staff that ran it were all new to TTRPGs and had a wonderful experience with it. Another case in point; I own the Corvis Belli Inifinity 2d20 PDF and bounced off it, yet a commenter here reported having a very good experience with. It just seems 2d20 can be a more polarizing than most TTRPGs, in terms of impressions and experiences. So yeah, I'm far from having the illusion that it's everbody's cup of tea.
Note that you're confusing TN with Difficulty. Target Number is the sum of an Attribute+Discipline (Star Trek Adventures), or a Skill+Drive (Dune), and is the number a PC needs to roll under with a d20 to achieve a success. Difficulty is the number of successes a PC needs to achieve to succeed at a task. So no, the GM doesn't have control over the TN. Unless a player is suggesting an Attribute+Discipline, or Skill+Drive combination that's a real stretch, and the GM doesn't allow it. In my experiences as a STA GM, that doesn't happen often. Not to mention that a good number of the Attribute+Discipline combinations are stated in the STA rules....As far as I've seen successful rolls where you get over the TN of successes is the only way to gain momentum.
You can give Threat to the GM in return for the effects of momentum, but it isn't momentum itself.
My issue with 2d20 is generally on TNs of 0 or 1 you stand a chance of gaining momentum (even then you likely need a lucky roll on TN1), on TN's on 2 you are more likely to need to spend momentum (but a lucky roll you are breaking even), on TN 3 or more you are either losing momentum or gaining threat. Generally to be successful probability wise with an decent Attribute+Skill (of at least 15+) you need to be rolling one more dice than the TN. So anything above TN 1 you are running at a loss, at TN 3+ you might as well give up and accept the loss.
The GM has control over the TN and as soon as you hit a difficult TN (due to one thing or another) you end up giving threat (although they start with some anyway). So you end up in a vicious circle where you give Threat to get dice, which means he can spend the threat to raise the TN on the next roll, so you give more threat to get dice to stand a chance.
The players really have very little control over the flow of the metacurrency it is determined by the TN, and the GM controls the TN...
I haven't read anything to that regard, and note what's stated in the STA and Dune rules regarding Momentum spends.And the annoying thing is all this metacurrency bargining stuff happens before you roll. So it doesn't flow and feel like cinematic action RPG to me...
Dune: "SPENDING MOMENTUM. You can spend Momentum to improve the outcome of a skill test you have passed, such as gaining more information or creating a lasting effect.
After a skill test has passed, the gamemaster describes what happens. You can then spend Momentum to improve his outcome, gain other benefits, or generally make the situation better for you and your allies, or worse for your opponents."
STA: "SPENDING MOMENTUM. Momentum is normally used to improve the outcome of a successful Task, such as gaining more information from research, inflicting more Stress with an attack, or making more progress with an ongoing problem.
When a Task s successful, the Gamemaster will describe the basic outcome of that Task. Momentum may then be spent to improve this outcome, or to gain some other benefit. Momentum used like this doesn’t need to be spent in advance; each point can be spent one at a time as required. "
So, no you don't need to do "metacurrencey bargaining...before you roll."
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