Clocks and group sizes/skills

Clocks and group sizes/skills

Clocks and group sizes/skills

Admission up front – I am allergic to maths.

So, I figured I’d throw this out here. Clearly there is a question of balance between the resources a player group can marshall (number of players and the increasing skills of characters) versus the complexity and number of clocks faced in a given heist.

In other words, two players with starting skills will have a harder time of four six segment clocks than a group of four players with experienced characters.

Is there a system here that I’ve missed, or does one need to be made? Or is it just ‘make it up and guess’?

I’m assuming (allergies, remember) that there are percentages involved in this so I imagine there could at least be a fast and easy rule of thumb developed by a non-allergic person.

So I am looking to run a session of Blades this coming Sunday after the blazing success that was the off the cuff…

So I am looking to run a session of Blades this coming Sunday after the blazing success that was the off the cuff…

So I am looking to run a session of Blades this coming Sunday after the blazing success that was the off the cuff game of a week ago.

My question is will a standard black cockerel be the most effective sacrifice to get the next iteration of the QS rules (including those sexy sheets we saw in the play session) or will I need to start trapping neighbourhood pets?