Forum changes: Editing of posts has been turned off until further notice.
Started by J. Backman, November 17, 2002, 02:00:56 PM
Quote from: Jonathan Walton-- Your PDF is a model for clarity, presentation, and design. Nicely done.-- I like what your did with "Animus," making it a combination of experience and a "resource distribution"-style attribute. Not revolutionary, but a nice touch.-- Overall, the system looks to be clean and intuitive. No major breaking points, except perhaps in the case where many Aspects all seem to apply to a single roll.
Quote-- From my brief reading of the text, it looks like all rolls in Theatrum are unopposed. Is this correct? Any thoughts as to why you made this choice? This is not a criticism, just a question.
Quote-- There doesn't seem to be any incentive to choose "negative" Aspects, besides your words about "characters should be 3-dimensional and not all-powerful gods." To me, this doesn't seem to be enough. There are many ways to get around this (required a number of "flaws," paired traits ala Torchbearer, gaining Animus when hindered ala Nobilis, etc.), but something else might be needed.
Quote-- Your division of the different types of Aspects seemed a little... I don't know... arbitrary. Is there really that much of a different between a Body and Mind Aspect? Then why make that distinction? Is it just supposed to help players create "balanced" characters?
Quote-- The system seems to default to "Failure" which seems a bit strange. If the character rolls no Sucesses or Defeats, he/she still fails? Isn't that a bit pessimistic? Depending on what kind of setting I was playing with, this might be the first thing to get axed by the house rules.
Quote-- More dice is not necessarily better. If all you care about is 1's or 6's, more dice just leads to the stronger possibility of extremes, not a higher liklihood of success. Since this is the case, why would I want to roll more dice?
QuoteHope some of this is of help. What program did you use to do layout, by the way? It's really sweet and clean.
Quote from: J. BackmanI personally trust my players enough for them to make their characters human (or flawed) enough.
QuoteGetting no successes or no defeats was originally a draw. However, that was dropped because playtesting suggested that draws were quite rare and in most cases the player either got a failure or a success.
QuoteActually, the likelihood of success does grow when rolling more dice.
QuoteTheatrum was the first document I did with Adobe InDesign 2.
Quote from: Jonathan WaltonKick ass! My college has the license for InDesign 1.5, which is what I've been using to layout Storypunk. I love the program too, and will definitely have to purchase my own copy once I graduate and move elsewhere.
Quote from: Mike HolmesThis point is not very clear in the text, Jonathan, but you are incorrect. The way it works successes are more common with more dice. The problem is with the wording of the Major Failure condition which states that a majority of dice being 1 is a failure. That should say the majority of dice without any other dice coming up a 1. IOW, and result that has at least one roll of a 6 is a success of some sort. Failures only occur if there are no 6's rolled, and Major Failure only occurs when that's true, and the majority of the dice rolled are 1's.
QuoteHowever, another problem is that, as it is currently, the chances of a Major success decrease rather than increase as the number goes up. In fact, it's never higher than the 1:6 when rolling one die. A simple fix would be to make it so that a Success was a Major success if more victories were rolled than defeats. The problem with this is that it makes Major Success occur nearly 50% of all successes, and again more dice are not of benefit.Instead, what you could do is roll again on a Success with half as many dice (round up), and read a success on that roll as a Major success. Laborious, but it's the only way I can think of to ensure that the Major Success curve retains a positive slope. Can anyone else think of one?
QuoteBTW, so what if draws are rare, Mr. Backman? It's still cool to allow the possibility.
QuoteAlso, while we're at it, why do you disallow increasing abilities in play? For a game that seems as "metagamey" as this, one would think that it would very much make sense to allow development in play.