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Numenera: Third Time Wasn't the Charm
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<blockquote data-quote="Retreater" data-source="post: 7622868" data-attributes="member: 42040"><p>I think it was 5 or 6, against a 1st level party. But still, having only a 10% chance to accomplish anything is a bad percentage. Sitting around waiting for my turn just to do nothing does not make a compelling game design. </p><p></p><p></p><p></p><p>In theory, yes. In practice (based on my XP), I'd say it's not. The two con games I played, both designed and run by Monte Cook affiliates, were both basically set up like D&D adventures. Ambushes in the first adventure that couldn't be avoided. In the second, competing in a battle tournament in a gladiator arena. </p><p></p><p>In no game did I get a cypher during the course of play. It was as a reward at the end of the adventure, when it was too late to come into play.</p><p></p><p>These house rules you provide might improve the experience. But these are known issues. The 2nd edition is less than a year old. This stuff should've been fixed before the printing.</p></blockquote><p></p>
[QUOTE="Retreater, post: 7622868, member: 42040"] I think it was 5 or 6, against a 1st level party. But still, having only a 10% chance to accomplish anything is a bad percentage. Sitting around waiting for my turn just to do nothing does not make a compelling game design. In theory, yes. In practice (based on my XP), I'd say it's not. The two con games I played, both designed and run by Monte Cook affiliates, were both basically set up like D&D adventures. Ambushes in the first adventure that couldn't be avoided. In the second, competing in a battle tournament in a gladiator arena. In no game did I get a cypher during the course of play. It was as a reward at the end of the adventure, when it was too late to come into play. These house rules you provide might improve the experience. But these are known issues. The 2nd edition is less than a year old. This stuff should've been fixed before the printing. [/QUOTE]
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Numenera: Third Time Wasn't the Charm
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