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« on: March 20, 2014, 08:46:32 AM »
So, when playing AW, one thing my players didn't like is the static difficulty. They didn't like that they were always trying to roll the same numbers, and that difficult situations weren't more difficult. So, I'm working on a hack at the moment, and it's a horror game, and I figured a sliding scale of difficulty would make the players feel less like badasses and more vulnerable. As well as that, after playing Numenera I like the idea of having a resource you can spend to alter difficulty. But, I also like the AW idea of granular success; of having a fail, a success but, and a success.
So, after putting all my ideas together, I got something like this, and I just want your opinion of it.
Roll+Stat to use a move. The difficulty of the task determines the die.
Near Impossible – d4
Very Difficult – d6
Difficult – d8
Challenging – d10
Average – d12
Easy – d20
7 or less is a fail
8-10 is a success, but
11+ is a clean success.
But the characters have a resource called Energy which also acts as their health. They can spend energy to reduce difficulty.
So yeah, can anyone offer some feedback in this area.
One thing I have a little bit of a problem with is at high difficulties, the probabilities are higher. So say if, for example you have a 4 in a stat, then succeeding a near impossible task is 1/4. Sure, it's still easier as difficulties decrease, but that's still a high chance of success.