this post was submitted on 17 Dec 2023
41 points (90.2% liked)
rpg
3210 readers
23 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
From my understand of running a single Forged in the Dark session Saturday, I would have thought that just relying on conditions and debuffs in general isn't the intention, and they want you to be creative and use clocks and have narrative or situational consequences be tied to them.
Well, the main issue stems from pure success being unlikely to attain because most rolls will not be for 'sure things'. Your combined chance to fail a roll outright or succeed at a cost is far far higher then succeeding a check, so when I played it, we entered a failure cascade pretty fast whenever we had to roll to do something.
Like, in any situation, you only succeed without issue if you roll a 6 in your die pool. Typically, that pool is between 2 and 4 dice, so your chance to roll a 6 is, at lest, okay. And if you don't get that 6, you either have to escalate the situation or suffer complications, or you just fail, if you only have 1-3s on your dice. It's just...I dunno.
edit wasn't done typing: If you had more dice, this system would probably work, but each class is only good at very few things, so as soon as you are out of your characters comfort zone, you are in such high risk of failure that it's just not very fun. When I played it (one time), it felt like a comedy of errors and not like a bunch of hardened criminals doing a heist.
Yeah, I can see where you're coming from. Only looking at some of the SRD stuff, it looks like Blades gives you 7 dots across 12 actions? The hack that I was playing (Blades of the Immortals) had 6 dots across 9 actions and spilled a lot of ink to stress that making the players feel incompetent is bad and should be avoided, partially due to the genre being more dramatic than grim and grimy.