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What "system" elements are you proud of?
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<blockquote data-quote="2WS-Steve" data-source="post: 237795" data-attributes="member: 3289"><p>You're right Morrus; they should even generate the same result in the case of infinitely high Stabilities/Opposed TNs and everyone knows how vital it is that rules systems handle infinite iterations well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>You could also add in an analog of "extending the task" to the Opposed TN system by allowing a character to extend the content by increasing the Opposed TN. I think multiplying the TN by 1.5 or adding +5 (whichever is larger) might be a good solution. Finally, if you want to allow for true stalemates like in Chess you could require that a winner occur within a certain number of rounds (for Chess it might be as low as four or five rounds). Ideally it would be nice to require the winner to have a certain threshold but I'm not sure how to model that conveniently.</p></blockquote><p></p>
[QUOTE="2WS-Steve, post: 237795, member: 3289"] You're right Morrus; they should even generate the same result in the case of infinitely high Stabilities/Opposed TNs and everyone knows how vital it is that rules systems handle infinite iterations well. :cool: You could also add in an analog of "extending the task" to the Opposed TN system by allowing a character to extend the content by increasing the Opposed TN. I think multiplying the TN by 1.5 or adding +5 (whichever is larger) might be a good solution. Finally, if you want to allow for true stalemates like in Chess you could require that a winner occur within a certain number of rounds (for Chess it might be as low as four or five rounds). Ideally it would be nice to require the winner to have a certain threshold but I'm not sure how to model that conveniently. [/QUOTE]
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