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<blockquote data-quote="Kannik" data-source="post: 9672716" data-attributes="member: 984"><p>Interesting; the games we've played/run have used Approaches, so perhaps that is why we've seen a lot less repetition. Or, at least, when we do see repetition (if someone is trying to use their higher ranked Approach) it engenders creativity for how to get there. That said, we've also had a lot of cases where players have described their character's action in the moment... only to realize they've set themselves up to use one of their lower-die Approaches. Oops and a chuckle and roll the dice!</p><p></p><p></p><p>Allowing the players to set themselves up for super victory could potentially be leveraged* by using Creating Assets, with each character's setup actions combining into a pile of Asset dice to roll at the end (almost guaranteed to roll some Hitches, but nothing says the GM needs to activate them), or by using the Boss rules, where each of the character actions deplete the Boss' pool (ie it doesn't just have to be 'damage' or attacks that can take the Boss out). Set them up, trip them up, bamboozle them up, shake them up, confuzzle them up, annoy them up, and then the last character flicks them in the chest to send them over the edge of the cliff. </p><p></p><p>* Cortex semi-pun not entirely intended... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p>This can be jarring for players who are familiar with (and thus expecting) constant improvement points. Similar to the hurdle for some in the 2d20 Star Trek game, where the characters start fairly capable (thus no teasing you with "someday, you'll be a real Starfleet officer) and mostly broaden their abilities rather than become 'more powerful.' That said, gaining more Signature Assets and Specializations, so there are more situations where a character can use them and perhaps even allowing them to step up beyond d8, could be a way to allow additional power growth (along with the prior additional SFX suggestions).</p></blockquote><p></p>
[QUOTE="Kannik, post: 9672716, member: 984"] Interesting; the games we've played/run have used Approaches, so perhaps that is why we've seen a lot less repetition. Or, at least, when we do see repetition (if someone is trying to use their higher ranked Approach) it engenders creativity for how to get there. That said, we've also had a lot of cases where players have described their character's action in the moment... only to realize they've set themselves up to use one of their lower-die Approaches. Oops and a chuckle and roll the dice! Allowing the players to set themselves up for super victory could potentially be leveraged* by using Creating Assets, with each character's setup actions combining into a pile of Asset dice to roll at the end (almost guaranteed to roll some Hitches, but nothing says the GM needs to activate them), or by using the Boss rules, where each of the character actions deplete the Boss' pool (ie it doesn't just have to be 'damage' or attacks that can take the Boss out). Set them up, trip them up, bamboozle them up, shake them up, confuzzle them up, annoy them up, and then the last character flicks them in the chest to send them over the edge of the cliff. * Cortex semi-pun not entirely intended... :P This can be jarring for players who are familiar with (and thus expecting) constant improvement points. Similar to the hurdle for some in the 2d20 Star Trek game, where the characters start fairly capable (thus no teasing you with "someday, you'll be a real Starfleet officer) and mostly broaden their abilities rather than become 'more powerful.' That said, gaining more Signature Assets and Specializations, so there are more situations where a character can use them and perhaps even allowing them to step up beyond d8, could be a way to allow additional power growth (along with the prior additional SFX suggestions). [/QUOTE]
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