Forum changes: Editing of posts has been turned off until further notice.
Started by Rich Stokes, January 21, 2004, 07:17:08 AM
Quote from: ethan_greerMargin is king for simple task resolution. The low roll only becomes important for conflict resolution. And, the raw value of the roll is only useful for determining the order in which things happen. Once that order is established, you get into the task resolution and it's all about Margin again.
Quote from: ethan_greerSo, just because you got a low roll doesn't mean you succeed, necessarilly - it just means you and the GM handle your little part of the conflict scene first. If everyone rolls box cars but I got an 11, I go first, and have first dibs at failing spectacularly.
Quote from: ethan_greerEven though it's only one roll, it's two separate things you're tracking, and they're only loosely related (in that a lower roll will more likely succeed).Does that clear things up for you, or am I missing what your objection is?
Quote from: ethan_greerRegarding the Abilities, I'm pretty firm on them at this point. The current list was thrashed at pretty thoroughly here and here. Not that they're absolutely set in stone. If those two threads don't satisfy your urge to discuss the matter further, then lead on; I'm listening! :)
Quote from: ethan_greerIt's the UNLESS that bothers you.
Quote from: ethan_greerBasically, TR is used when you want a quick "can I pull this off?" settled. CR, on the other hand, is used to facilitate cool scenes. If the foot race you mention is just a little thing, then sure, go ahead and settle it with a single roll, high Margin wins. But if it's a crucial thing like, say, the pod race in Star Wars Ep 1, then you'd want to do CR, to allow for the short cuts, and cheating, and impromptu repairs, and what not.
Quote from: ethan_greerThat's the idea, anyway. Does that come through in the text, and it just ain't so much your cup of tea, or does it not come through in the text?
Quote from: ethan_greerPhysique:Ack, this again. I agree, it's problematic. At the end, I landed on the "fewer questions for the GM" side of things. It's not perfect, but it's easier. Is the character doing something physical? Roll Physique. Done. With Agility and Strength separated, you'll get discussions about which one gets used for what, and the player will argue in favor of whichever one is higher for his or her character (which is fine, of course), and then there's another stat that can be a throw-away for more points in whatever the player wants to favor.
Quote from: ethan_greerToughness gets split out because it's a separate thing from physical capability - it's physical resilience, which I thought should have equal weight in the mechanics.So I'll admit, the Abilities aren't perfect, but I think I like the list the way it is.
Quote from: ethan_greerQuestion: Why couldn't the thief-type character just leave Physique at 7, the default? With Descriptors that's 8, which is pretty darn likely to succeed. Just a thought.