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<blockquote data-quote="MarkB" data-source="post: 8597275" data-attributes="member: 40176"><p>Different dice mechanic for a start. You still have the division of failure / success-with-cost / success (with Critical Success added on top), but it uses a dice pool mechanic, and it also has the concept of Position and Effect.</p><p></p><p>Position can be Controlled, Risky or Desperate, which defines the consequences of failure - Controlled might simply mean you need to try a different approach, while Desperate may result in serious harm or make it impossible to complete the task by any means.</p><p></p><p>Effect can be Limited, Standard or Great, where Limited usually means you've achieved only a minor success or made a small step towards your goal, while Great will result in a decisive victory or let you take on superior numbers.</p><p></p><p>The GM sets Position and Effect based upon the player's description of their intended action, but players can then mess with the odds - they can straight-up trade Position for Effect, such as choosing to downgrade from Risky to Desperate position in order to upgrade their Effect, or else they can act together to change the odds in their favour in terms of Position and Effect, or spend limited resources to gain extra dice to roll.</p><p></p><p>Plus there are moves, abilities and equipment which players can also bring to bear to affect the odds.</p><p></p><p>It tends to turn every roll into a negotiation, which feels like it would slow down play, but these actions tend to have a larger effect within the narrative than an individual check or attack in, say, D&D would, so it balances out.</p></blockquote><p></p>
[QUOTE="MarkB, post: 8597275, member: 40176"] Different dice mechanic for a start. You still have the division of failure / success-with-cost / success (with Critical Success added on top), but it uses a dice pool mechanic, and it also has the concept of Position and Effect. Position can be Controlled, Risky or Desperate, which defines the consequences of failure - Controlled might simply mean you need to try a different approach, while Desperate may result in serious harm or make it impossible to complete the task by any means. Effect can be Limited, Standard or Great, where Limited usually means you've achieved only a minor success or made a small step towards your goal, while Great will result in a decisive victory or let you take on superior numbers. The GM sets Position and Effect based upon the player's description of their intended action, but players can then mess with the odds - they can straight-up trade Position for Effect, such as choosing to downgrade from Risky to Desperate position in order to upgrade their Effect, or else they can act together to change the odds in their favour in terms of Position and Effect, or spend limited resources to gain extra dice to roll. Plus there are moves, abilities and equipment which players can also bring to bear to affect the odds. It tends to turn every roll into a negotiation, which feels like it would slow down play, but these actions tend to have a larger effect within the narrative than an individual check or attack in, say, D&D would, so it balances out. [/QUOTE]
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