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TomPleasant
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Multiple and Critical Successes

Wed 13 Feb 2019, 12:09

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I know people have already discussed this here, but I wrote some ideas for using multiple successes outside of combat and journeying. You can read them on my blog here. They haven't been playtested yet. Please tell me what you think.
 
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lupex
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Re: Multiple and Critical Successes

Wed 13 Feb 2019, 13:15

They all look quite plausible and appropriate to the game.

I would be a bit wary about causing a critical without the opponent being broken first, but I can see the appeal with this.
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johnnii
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Re: Multiple and Critical Successes

Thu 14 Feb 2019, 15:10

Melee

The ability to cause injury rolls prior to being Broken is a usage of the axe fighter talent and so would weaken the talent with these houserules.

Raising initiative by 2 is cool but seems clunky woth the initiative card system.

Crafting

Weakens all the Crafting talents.

Stealth

Stealth group rolls isn't rolled the same as in previous FL games. In a group it's the character with the worst Stealth that determines the success of all.

Markmanship

Same issues av Melee regarding initiative and injury.

Everything else seems fine at initial glance.
 
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9littlebees
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Re: Multiple and Critical Successes

Thu 14 Feb 2019, 16:36

Personally, I don't like the idea of sharing successes (or WP for that matter) between players. It smacks of metagaming and makes no sense to me in-character.

That said, I think these stunts are generally good, but I'd not use them, as they would add crunch to an already crunchy implementation of the Year Zero Engine. If I were to do any houseruling (and you know that I am!), it would be looking at ways to cut out and streamline the mechanics.

But that's just me.  ;)
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TomPleasant
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Re: Multiple and Critical Successes

Fri 15 Feb 2019, 12:42

Thanks for your thoughts. I tried to stick to the format of stunts and critical successes from other Year Zero games, so as not to move away from the Fria Ligan design philiosphy too much.
 
Sharing successes, which happens in other Year Zero games, is only supposed to happen when it makes narrative sense, representing you helping another party member. But, thinking about it, that already happens with the Help From Others rule, so should be discarded.
 
Some of my suggestions overlap with talents, but I think that’s fine, as long as the talent’s result is easier to achieve than the critical/multiple success.
 
Melee: Good point about overlap with the axe fighter talent. Taking into account what I said above, maybe increasing the number of successes to five would help. That will still be extremely rare and so not steal the spotlight from an axe fighter. I’ll playtest both and see what happens. For initiative, I'd say for three or maybe five successes you could mimic the Lightning Fast talent and draw another card, buty only oen extra one, so as not to oversahdow that talent.
 
Crafting: It's limited to a single +1 bonus and still requires three successes. I’m happy with it.
 
Stealth: I forgot about the group stealth rule. Thanks for reminding me. I’ll remove that part of my suggestion.
 
Marksmanship: Same suggested fix to my suggestion, increasing the required three successes to five.
 
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Magnapocryphe
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Re: Multiple and Critical Successes

Fri 22 Feb 2019, 19:43

Yep, it reminds me about Stunts of MYZ ^^
It's amasing because we run at them, but FriaLigan purposely choose to remove Stunt in FL XD

I think it's a good idea, but it make it less simple to manage... I prefer improvisation, if I need it, and if my PC give me some stuff to legalize his proposition... I find in this the smae structure as in Apocalypse World (I love this), but in AW all possible choice is written and given to the PC on his own playbook...

By the way, great job ^^
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