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The Problem with Talking About D&D
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<blockquote data-quote="Grendel_Khan" data-source="post: 8597084" data-attributes="member: 7028554"><p>I'm a huge fan of metacurrencies in games, as well as using multiple dice to create something like a curve, so I'm super biased. But in theory I agree--if and when Modiphius does a new game that's particularly gritty or realistic, I'd love to see them get rid of Momentum, and maybe limit dice pools in other ways. For now, though, they're running in very pulpy, cinematic circles, so I think that approach works way better (for that tone) than a lot of systems.</p><p></p><p>What bugs me a little about 2d20 is that I don't think they give the best guidance for GMs to handle one of the main results of all those Momentum-inflated dice pools, which is complications for rolling 20s (or even 19s or 18s, depending on the situation). Since the game is mostly trad in design and approach, I think most GMs default to "Oops, guess you tripped over your spear, bro!" and everyone gets to laugh it up at your dumb critical failure, even though you might have also scored four successes on the roll. There is some guidance about using complications and/or the Doom they generate for narrative events, but that's such an outlier of a concept in most 2d20 games (aside from Dune, I guess) that it doesn't really stick. In other words, I think it's super interesting to have a system where adding Momentum to a roll means you're sort of injecting higher stakes into the entire scene, so you might do something awesome, but something else might happen that makes things more hectic or unstable. That's not really how it's presented though, or at least not clearly enough (imo), so here come the banana peels and oopsie-doodles.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8597084, member: 7028554"] I'm a huge fan of metacurrencies in games, as well as using multiple dice to create something like a curve, so I'm super biased. But in theory I agree--if and when Modiphius does a new game that's particularly gritty or realistic, I'd love to see them get rid of Momentum, and maybe limit dice pools in other ways. For now, though, they're running in very pulpy, cinematic circles, so I think that approach works way better (for that tone) than a lot of systems. What bugs me a little about 2d20 is that I don't think they give the best guidance for GMs to handle one of the main results of all those Momentum-inflated dice pools, which is complications for rolling 20s (or even 19s or 18s, depending on the situation). Since the game is mostly trad in design and approach, I think most GMs default to "Oops, guess you tripped over your spear, bro!" and everyone gets to laugh it up at your dumb critical failure, even though you might have also scored four successes on the roll. There is some guidance about using complications and/or the Doom they generate for narrative events, but that's such an outlier of a concept in most 2d20 games (aside from Dune, I guess) that it doesn't really stick. In other words, I think it's super interesting to have a system where adding Momentum to a roll means you're sort of injecting higher stakes into the entire scene, so you might do something awesome, but something else might happen that makes things more hectic or unstable. That's not really how it's presented though, or at least not clearly enough (imo), so here come the banana peels and oopsie-doodles. [/QUOTE]
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