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<blockquote data-quote="RenleyRenfield" data-source="post: 9701158" data-attributes="member: 7044197"><p>So I think <strong>Cypher </strong>does this =</p><p>And in a way that the Players always get to act, so no GM rolling vs GM garbage.</p><p></p><p>Example =</p><p></p><p>Cypher has 3 Pools</p><ul> <li data-xf-list-type="ul">Might</li> <li data-xf-list-type="ul">Speed</li> <li data-xf-list-type="ul">Intellect</li> </ul><p></p><p>pools tend to be 10 to 30 points each.</p><p></p><p>Pools represent your characters ability in both resistance and offense. How much you can take and how much you can exert. </p><p>Since getting smashed in the head also makes it harder to hit back, it makes sense they have both of these aspects of offense and defense.</p><p></p><p>Damage is a set value, so no rolls (or rarely are there rolls, some cases do). </p><p></p><p>So you get a TN, and roll 1d20 to hit. <em>The TN is reduced by various things, skills, abilities, situations, equipment</em>. <em>And most importantly, spending Pool to apply extra effort</em>.</p><p>The TN is set by the opposition's general threat level, could come from any number of narrative things that factor into a overall "this is how hard this thing is to fight".</p><p>Enemy special abilities if applicable (such as dodge or tough or parry or whatever) either alter the TN or alter the damage you deal.</p><p>No rolls, just values.</p><p></p><p><strong>Player rolls once</strong>, (usually using <em>Might </em>pool) and deals set amount of damage, and enemy armor reduces that (Soak) by set amount. </p><p>So its just <em>a matter of choosing effort and the enemy choosing applicable abilities</em>.</p><p></p><p>When it comes time for the player character to get attacked. It is identical to above, but uses <em>Speed </em>(dexterity) pool to see how they avoid the harm. </p><p>GM states who is attacking and how much damage it does. Player rolls once to avoid. GM never rolls dice. So its nice that players feel like they are always "playing".</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9701158, member: 7044197"] So I think [B]Cypher [/B]does this = And in a way that the Players always get to act, so no GM rolling vs GM garbage. Example = Cypher has 3 Pools [LIST] [*]Might [*]Speed [*]Intellect [/LIST] pools tend to be 10 to 30 points each. Pools represent your characters ability in both resistance and offense. How much you can take and how much you can exert. Since getting smashed in the head also makes it harder to hit back, it makes sense they have both of these aspects of offense and defense. Damage is a set value, so no rolls (or rarely are there rolls, some cases do). So you get a TN, and roll 1d20 to hit. [I]The TN is reduced by various things, skills, abilities, situations, equipment[/I]. [I]And most importantly, spending Pool to apply extra effort[/I]. The TN is set by the opposition's general threat level, could come from any number of narrative things that factor into a overall "this is how hard this thing is to fight". Enemy special abilities if applicable (such as dodge or tough or parry or whatever) either alter the TN or alter the damage you deal. No rolls, just values. [B]Player rolls once[/B], (usually using [I]Might [/I]pool) and deals set amount of damage, and enemy armor reduces that (Soak) by set amount. So its just [I]a matter of choosing effort and the enemy choosing applicable abilities[/I]. When it comes time for the player character to get attacked. It is identical to above, but uses [I]Speed [/I](dexterity) pool to see how they avoid the harm. GM states who is attacking and how much damage it does. Player rolls once to avoid. GM never rolls dice. So its nice that players feel like they are always "playing". [/QUOTE]
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