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The 10 Most Anticipated Tabletop RPGs of 2021
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<blockquote data-quote="TrippyHippy" data-source="post: 8164364" data-attributes="member: 27252"><p>Ok. Our group played it as is, but we felt it got a bit complicated with the meta currencies. There are three of them:</p><ul> <li data-xf-list-type="ul"><strong>Momentum</strong> - the player group pool, which starts at zero and has a maximum of 6.</li> <li data-xf-list-type="ul"><strong>Threat</strong> - the GM/NPC pool, which starts at two per player.</li> <li data-xf-list-type="ul"><strong>Determination</strong> - An individual score, which starts at one, and is replenished by challenging the Drives.</li> </ul><p>So, if you want to strip the game down to a simpler engine, as baby steps, my advice is to pull the GM pool, Threat, and just have the single Determination point replenished every session. The Momentum pool is the only one you need to keep, in my view. If you get confident in using Momentum, then you can add Threat and Determination rules later.</p><p></p><p>Each Character is defined by their <strong>Drives</strong> (Duty, Faith, Justice, Power, Truth) and <strong>Skills</strong> (Battle, Communicate, Discipline, Move, Understand). Each of these can have specializations - Statements and Focuses respectively - which customizes them. They are all rated from 4 to 8, and you add a Drive and Skill number together to get a <strong>Target Number </strong>(from 8-16).</p><p></p><p>When a player rolls their D20 pool (which is a default of 2D20), they gain a success whenever they roll under their Target Number. This is compared to a <strong>Difficulty</strong> which is the required number of successes to carry out an action. The default average Difficulty is 1, but it can be lower (a really unchallenging 0) or higher (up to 5 which is ‘Epic’). When you roll dice, you can convert any excess successes to the <strong>Momentum Pool</strong> (up to a maximum of 6).</p><p></p><p>You earn a <strong>Critical Success</strong> whenever a die rolls a 1, or when the task lies within your Skill speciality in which case the <strong>Critical Range</strong> is equal to the Skill Score. A Critical Success is worth two successes. You also get a <strong>Complication</strong> whenever a die rolls a 20, which is sort of like a fumble except it doesn’t mean that the Task can’t be completed from other dice rolled.</p><p></p><p>Any player can make use of the Momentum Pool, and the simplest way of using them is to simply allow players to dip into it to get more D20s to roll in their pool, when it is their turn. Players can work in teams, to set up Momentum for other characters to get an advantage on their turn. Momentum points can also be used to buy off Complications or possibly adjust the scene or create some other narrative advantage (like Fate). If you want to keep it simple, ignore the narrative uses.</p><p></p><p><strong>Determination</strong> points, of which players can just have one to spend per session, allow players to re-roll a pool if they like.</p><p></p><p>In a Conflict, (duels or skirmishing particularly), the Action order is, by default, a nominated player first. A GM can use Threat to take the initiative, but if we aren’t using it, it doesn’t matter. The first player can keep the initiative by spending 2 points of Momentum and either go again one more time, or nominate another player to act. If they don’t spend Momentum, it alternates to a GM controlled character. This continues to alternate unless somebody spends Momentum (or Threat).</p><p></p><p>Each attack is a contested roll, where the defender rolls their dice to set the Difficulty for the attacker to overcome. If they hit a mook, then the book is out of combat. If they hit a named character, then it becomes an extended task to reduce the appropriate skill score (Battle in the case of a physical conflict) to zero by increments equal to the number of Success in each attack.</p><p></p><p>Combat also has range Zones and Assets (weapons) to consider, but I’ll just leave it at this for the moment. It’s worth noting that there is no difference, rules wise between physical conflict or mental or social conflict rules.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 8164364, member: 27252"] Ok. Our group played it as is, but we felt it got a bit complicated with the meta currencies. There are three of them: [LIST] [*][B]Momentum[/B] - the player group pool, which starts at zero and has a maximum of 6. [*][B]Threat[/B] - the GM/NPC pool, which starts at two per player. [*][B]Determination[/B] - An individual score, which starts at one, and is replenished by challenging the Drives. [/LIST] So, if you want to strip the game down to a simpler engine, as baby steps, my advice is to pull the GM pool, Threat, and just have the single Determination point replenished every session. The Momentum pool is the only one you need to keep, in my view. If you get confident in using Momentum, then you can add Threat and Determination rules later. Each Character is defined by their [B]Drives[/B] (Duty, Faith, Justice, Power, Truth) and [B]Skills[/B] (Battle, Communicate, Discipline, Move, Understand). Each of these can have specializations - Statements and Focuses respectively - which customizes them. They are all rated from 4 to 8, and you add a Drive and Skill number together to get a [B]Target Number [/B](from 8-16). When a player rolls their D20 pool (which is a default of 2D20), they gain a success whenever they roll under their Target Number. This is compared to a [B]Difficulty[/B] which is the required number of successes to carry out an action. The default average Difficulty is 1, but it can be lower (a really unchallenging 0) or higher (up to 5 which is ‘Epic’). When you roll dice, you can convert any excess successes to the [B]Momentum Pool[/B] (up to a maximum of 6). You earn a [B]Critical Success[/B] whenever a die rolls a 1, or when the task lies within your Skill speciality in which case the [B]Critical Range[/B] is equal to the Skill Score. A Critical Success is worth two successes. You also get a [B]Complication[/B] whenever a die rolls a 20, which is sort of like a fumble except it doesn’t mean that the Task can’t be completed from other dice rolled. Any player can make use of the Momentum Pool, and the simplest way of using them is to simply allow players to dip into it to get more D20s to roll in their pool, when it is their turn. Players can work in teams, to set up Momentum for other characters to get an advantage on their turn. Momentum points can also be used to buy off Complications or possibly adjust the scene or create some other narrative advantage (like Fate). If you want to keep it simple, ignore the narrative uses. [B]Determination[/B] points, of which players can just have one to spend per session, allow players to re-roll a pool if they like. In a Conflict, (duels or skirmishing particularly), the Action order is, by default, a nominated player first. A GM can use Threat to take the initiative, but if we aren’t using it, it doesn’t matter. The first player can keep the initiative by spending 2 points of Momentum and either go again one more time, or nominate another player to act. If they don’t spend Momentum, it alternates to a GM controlled character. This continues to alternate unless somebody spends Momentum (or Threat). Each attack is a contested roll, where the defender rolls their dice to set the Difficulty for the attacker to overcome. If they hit a mook, then the book is out of combat. If they hit a named character, then it becomes an extended task to reduce the appropriate skill score (Battle in the case of a physical conflict) to zero by increments equal to the number of Success in each attack. Combat also has range Zones and Assets (weapons) to consider, but I’ll just leave it at this for the moment. It’s worth noting that there is no difference, rules wise between physical conflict or mental or social conflict rules. [/QUOTE]
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