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<blockquote data-quote="Michael Morris" data-source="post: 6068243" data-attributes="member: 87"><p>Because damage rolls can be aced (if the die's max value is rolled, roll it again and add to the total - open ended), it is possible to go from unhurt to dead in one hit, especially later in the game. The odds math is also schizophrenic - for example a character with a d4 skill trying to hit a target number of 5 (instead of a usual 4) will succeed more often than a character with a d6 skill because of the acing rule. A +1 modifier adds a massive success swing, which gets larger the less skilled the character is. SW is skill centric to the point where abilities are almost never checked at all. The worst part though is even though the system is rules light, it is possible to build two characters with vastly different amounts of optimization if you add edges / ability raises in the wrong order. Skill point costs change by ability scores, so it's imperative that you apply all raises to abilities before figuring out skills to optimize the character. The manual makes no mention of this though.</p><p></p><p>All that said, its a relatively tight and fun system. I play with a group that uses it for pretty much all non-D&D play. I've ran a tabletop version of <em>Fallout</em> with it and had fun. But it's not without some problems.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6068243, member: 87"] Because damage rolls can be aced (if the die's max value is rolled, roll it again and add to the total - open ended), it is possible to go from unhurt to dead in one hit, especially later in the game. The odds math is also schizophrenic - for example a character with a d4 skill trying to hit a target number of 5 (instead of a usual 4) will succeed more often than a character with a d6 skill because of the acing rule. A +1 modifier adds a massive success swing, which gets larger the less skilled the character is. SW is skill centric to the point where abilities are almost never checked at all. The worst part though is even though the system is rules light, it is possible to build two characters with vastly different amounts of optimization if you add edges / ability raises in the wrong order. Skill point costs change by ability scores, so it's imperative that you apply all raises to abilities before figuring out skills to optimize the character. The manual makes no mention of this though. All that said, its a relatively tight and fun system. I play with a group that uses it for pretty much all non-D&D play. I've ran a tabletop version of [I]Fallout[/I] with it and had fun. But it's not without some problems. [/QUOTE]
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