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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Staffan" data-source="post: 9202225" data-attributes="member: 907"><p>In Star Wars/Genesys, you roll dice with various symbols on them. "Good" dice are granted by your attributes, your skills, and beneficial circumstances (e.g. good equipment), and mostly produce Success and Advantage symbols (there's also a Triumph symbol, which acts both as a Success and an extra-good Advantage). "Bad" come from task difficulty and negative circumstances, and mostly produce Failure and Threat symbols (and possibly a Despair symbol which is the negative version of Triumph). Successes/Failures cancel, and if you have successes remaining you have succeeded in your task. You've gotten the information you wanted from the system, you've hit your target, you managed to provide nutrients to your companions. Additional Failures don't matter, but additional successes make you succeed more – you found the information faster, you hit for more damage, you provide more food. Similarly, Advantages and Threats cancel, but the remainder make things happen that are tangential to the endeavor. If you were hacking a system for information, advantages could let you find other useful information you weren't looking for, while threats might set off alarms. If you're shooting, advantages can either trigger special weapon effects or provide incidental benefits such as destroying cover, or giving the next person shooting a bonus die. Similarly, threats might mean you had to stretch out of cover to take the shot and thus lose your own cover, or you might become stressed from the fighting, and so on. And when surviving in the wilds, advantages might mean you find something else that's beneficial, while threats might mean you attract something you'd rather not.</p><p></p><p>The fun stuff here is that the two axes are sort of orthogonal: you can fail with advantages, you can fail with threats, you can succeed with threats, and you can succeed with advantages. This creates a two-dimensional outcome, as opposed to the linear outcome most systems offer.</p><p></p><p>Edit: The axes are only sort of orthogonal, since the symbols come from the same dice. So if you roll a Success on a die, you didn't also roll an Advantage on that die (unless the die shows both a success and an advantage on that face). So there's a thing where more successes usually mean fewer advantages, and more failures usually mean fewer threats, so results tend slightly toward success with threats and failure with advantages. But that's a fairly slight tendency.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9202225, member: 907"] In Star Wars/Genesys, you roll dice with various symbols on them. "Good" dice are granted by your attributes, your skills, and beneficial circumstances (e.g. good equipment), and mostly produce Success and Advantage symbols (there's also a Triumph symbol, which acts both as a Success and an extra-good Advantage). "Bad" come from task difficulty and negative circumstances, and mostly produce Failure and Threat symbols (and possibly a Despair symbol which is the negative version of Triumph). Successes/Failures cancel, and if you have successes remaining you have succeeded in your task. You've gotten the information you wanted from the system, you've hit your target, you managed to provide nutrients to your companions. Additional Failures don't matter, but additional successes make you succeed more – you found the information faster, you hit for more damage, you provide more food. Similarly, Advantages and Threats cancel, but the remainder make things happen that are tangential to the endeavor. If you were hacking a system for information, advantages could let you find other useful information you weren't looking for, while threats might set off alarms. If you're shooting, advantages can either trigger special weapon effects or provide incidental benefits such as destroying cover, or giving the next person shooting a bonus die. Similarly, threats might mean you had to stretch out of cover to take the shot and thus lose your own cover, or you might become stressed from the fighting, and so on. And when surviving in the wilds, advantages might mean you find something else that's beneficial, while threats might mean you attract something you'd rather not. The fun stuff here is that the two axes are sort of orthogonal: you can fail with advantages, you can fail with threats, you can succeed with threats, and you can succeed with advantages. This creates a two-dimensional outcome, as opposed to the linear outcome most systems offer. Edit: The axes are only sort of orthogonal, since the symbols come from the same dice. So if you roll a Success on a die, you didn't also roll an Advantage on that die (unless the die shows both a success and an advantage on that face). So there's a thing where more successes usually mean fewer advantages, and more failures usually mean fewer threats, so results tend slightly toward success with threats and failure with advantages. But that's a fairly slight tendency. [/QUOTE]
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