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General Tabletop Discussion
*TTRPGs General
Single mechanics that hurt an otherwise good game
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<blockquote data-quote="Ovinomancer" data-source="post: 7358095" data-attributes="member: 16814"><p>This doesn't work out as well as you might expect. Given some skills are much more used than others, and many sets overlap, you ed up rather quickly with everyone keeping 4 or 5 on the big skills.</p><p></p><p>The solution I came up with is k3. Keep three period. It flattens the expected difficulties and makes too many raises infeasible, meaning the game settles down quite a bit and you don't as rapidly run into having characters that require serious foes to be challenged. I still use the 10+ die rule for those cases where, through risks and raises, a player gets more than 10 dice. Maxing at 10 dice rolled but have every die that you had over 10 become increase the kept pool instead is a great reward for that.</p><p></p><p>I've played this, and it worked beautifully.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7358095, member: 16814"] This doesn't work out as well as you might expect. Given some skills are much more used than others, and many sets overlap, you ed up rather quickly with everyone keeping 4 or 5 on the big skills. The solution I came up with is k3. Keep three period. It flattens the expected difficulties and makes too many raises infeasible, meaning the game settles down quite a bit and you don't as rapidly run into having characters that require serious foes to be challenged. I still use the 10+ die rule for those cases where, through risks and raises, a player gets more than 10 dice. Maxing at 10 dice rolled but have every die that you had over 10 become increase the kept pool instead is a great reward for that. I've played this, and it worked beautifully. [/QUOTE]
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