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What an interesting dice mechanic
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<blockquote data-quote="Celtavian" data-source="post: 6796374" data-attributes="member: 5834"><p>I'm pretty quick. Maybe that's why I enjoy it. I could cite <em>Pathfinder</em> bonuses for all active spells, magic items for each character, feats, and the like off the top of my head as a DM for four or five players. So quickly assessing a dice pool is pretty easy. I printed the table with what each does. We go quick and dirty with the improv for advantages or recover strain or a crit. If we give someone boost dice, it's something as simple as throwing them off balance while they're dodging or blowing some of their cover off. We tend to take more time describing triumphs or despair. </p><p></p><p>It did slow things down a bit because no one else had printed off the table or read too deeply into the advantage system. The group was using them as extra successes. Once I read the rules and the table, we did it as intended. Seems more fun. I like even a missed shot or hit can set someone else up and do other things. Just makes for more interesting and realistic combat than a simple pass or fail system. </p><p></p><p>If you want to speed it up, you should have all the players print out the sheet containing what you can do in combat with advantage and triumphs, so they have the options at their fingertips. The more they use it, the more they can concentrate on interesting improv for the effects.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6796374, member: 5834"] I'm pretty quick. Maybe that's why I enjoy it. I could cite [I]Pathfinder[/I] bonuses for all active spells, magic items for each character, feats, and the like off the top of my head as a DM for four or five players. So quickly assessing a dice pool is pretty easy. I printed the table with what each does. We go quick and dirty with the improv for advantages or recover strain or a crit. If we give someone boost dice, it's something as simple as throwing them off balance while they're dodging or blowing some of their cover off. We tend to take more time describing triumphs or despair. It did slow things down a bit because no one else had printed off the table or read too deeply into the advantage system. The group was using them as extra successes. Once I read the rules and the table, we did it as intended. Seems more fun. I like even a missed shot or hit can set someone else up and do other things. Just makes for more interesting and realistic combat than a simple pass or fail system. If you want to speed it up, you should have all the players print out the sheet containing what you can do in combat with advantage and triumphs, so they have the options at their fingertips. The more they use it, the more they can concentrate on interesting improv for the effects. [/QUOTE]
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What an interesting dice mechanic
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