| Playtest discussion | |
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| Tweet Topic Started: Aug 29 2010, 10:56 PM (143 Views) | |
| Chroniko | Aug 29 2010, 10:56 PM Post #1 |
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Guess we should have a thread to discuss the current playtest game going on. I think the first session went fine. As was noted, the skill system needs to be fixed because the two of us operating the computers couldn't fail unless we crit-failed. This has probably been discussed and I just missed it though. |
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| castfromhp | Aug 29 2010, 11:35 PM Post #2 |
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Administrator
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Part of this was probably the fact that people rolled freakishly high stats for their characters, with the computer users mostly having 18 or 19 in mental to begin with. The GM will probably have to deal with this by applying difficulty modifiers to checks as a much more standard thing to negate these high stats. Or require success by certain margins to achieve a desired result. This should fix some of it. Nonetheless, we'll be looking into this more as time goes on in the playtest. |
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| Chroniko | Aug 30 2010, 07:17 AM Post #3 |
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An idea I thought of while going to bed last night was adding and removing dice depending on difficulty. a 1d10 check would be for somebody who is subpar in that stat/skill but trying to do something anybody else would usually autosucceed in. A difficult check, like hacking into a very secure government database undetected, or leaping from building to building, could be a 3d10 check. |
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9:44 AM Jul 11