I’m running a game on Monday.

I’m running a game on Monday.

I’m running a game on Monday. I guess at this point I’d say the “effect” roll would be “highest rolled result -1” for segments filled, +1 per additional 6. The resist roll would be “6-highest result stress to avoid consequence.”

What do you think? If we don’t get a new integrated draft by Monday, do you think this serves, or what else would you suggest?

19 thoughts on “I’m running a game on Monday.”

  1. Resistance is already specified as “6 stress minus the result of the roll to avoid the effects of the consequence” (in not so many words) on the playbook sheets.

    I was under the impression the effects were static as numbered on the playbook sheets (modified by quality, scale, and potency): Poor = 1, Partial = 2, Full = 3, Great = 4.

    I can see how that is not clarified other than the comment on the bottom left of the GM reference sheet that says “If there’s a clock for your obstacle, tick segments equal to the effect level” followed by the values in a numbered list. Those values also parallel the segments earned on the long term project and reduce heat rolls, which I know isn’t’ indicative of anything, but I think those used to match the effect results.

    That said, I wouldn’t be surprised if it ends up being 1,2,4,6 like Vice and recovery rolls. That makes Full = 4 which would be ‘full’ for a 4-clock.

  2. Huh. So the only way you could fill a clock with 4 segments in one go is to roll a critical.

    Yes, I repeated the resistance to compare and contrast it to the effect roll. I guess the increased risk of stress is not balanced out by the increased chance of filling clock segments, though, based on what you’ve pointed out.

  3. Dominic Niederhoff So there is a possibility that a terrible roll results in no advancements of the clock, that’s all. Also gives a critical a bit more weight, because it’s needed to fill a 6 clock in one go.

  4. The modifiers for quality, potency, and scale are a bigger deal now. Crews can upgrade even their standard items 3 times which means for instance, that an initially fine Cutter’s weapon can ultimately grant +4 segments to an effect.

    The rolling way you say is fine too, but I like how full/great etc are already distributed throughout the position results (like great or partial on Desperate) and highest minus 1 negates those indicators.

    When I play Monday, I may use 1,2,4,6

  5. I just noticed that Extreme effect is mentioned in the Fortune roll (nowhere else), which makes me wonder what that would be, maybe 8 if great is 6 (or 6 if great is 4)? Of course, that’s not to say fortune rolls often need to equate to segments.

  6. Makes sense that partial is half of full, and poor is minimum of 1. I think 0 segments should only result from quality/potency/scale penalties.

    Hm.. Given the quality modifier, I wonder if we could be less stingy about permanent assets. Perhaps shoddy quality (-1, -2, or even -3) permanent assets could be more easily acquirable without causing any problem?

  7. I have sharp days, and dull days, and today is a dull day, so pardon me if I am talking as so much fart gas. Anyway, before the new version came out, I let a fine object grant 1d on both the action roll and the effect roll. I thought that was great; it might help, it might not, but there are two ways it could be useful.

    I really am skeptical of allowing upgrades beyond 1d for STUFF when the upgrades from SKILL are so very hard to come by. Unless it’s hard core enchanted stuff, and even then, there are better ways to go than more effect success.

    I am also still unclear on an equipment question. I thought special one-use stuff was used and gone, but if the game is going to charge experience for increasing your inventory (!) then I feel like one-shot items should be refillable like armor is.

  8. +1 segment seems less of a big bonus than +1d, so I would not allow fine/exquisite items to give +d to the action roll (I did that also in my last session but didn’t like it). In that sense, I love the opportunity to upgrade generic crew stuff like documents and arcane implements.

    Early FAQ discussion indicated any one-use items on your list are refreshed like armor.

    I was just talking about one-use assets from the Aquire Asset downtime roll.

  9. I should clarify, bonus segments (like from high quality items) improve pace of speed through obstacles (only when there are clocks), while bonus dice minimize occasion for consequences/complications, which I think is where much of the fun comes into the game.

  10. My interpretation was that the quality, scale and potency categories are relative. For each category the character exceeds the opposition, they gain one die; for each category they are inferior, they lose one. That caps at +3 or -3. Of course I may be way off base.

    EDIT: I meant +1 Effect rather than +1D.

  11. Speaking of effect, I just found this passage from the quickstart that explains the design intention pretty clearly …

    “You can’t usually fill a clock with the effect of a single action. T his is by design. If a situation is simple enough for one action, don’t make a clock, just judge the outcome based on the effect level of the action roll.” P10

  12. For me, it’s: One single action = standard effect

    The number is the choice of the Gamemaster and if he uses mainly quartered clocks, the Full Effect = 4; does he use mainly clocks with three parts, the Full Effect = 3, with six parts = 6, and so on.

  13. I dont’ understand how quality rating works. What is it? How can be improved? Is for Items? For gangs? 

    And how works the effect modifiers (quality, scale, etc.)

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