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King_Kull
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Re: Stunts?

Sun 28 Jan 2018, 13:49

I'd also like to see a definitive answer on this. I think there has to be some benefit to generating surplus successes for normal (non-combat) skill rolls. If nothing else, it will provide a bit more incentive for 'high level' characters to push.
Also, aritifact dice and pride dice have multiple successes, which would have limited effects if they cant be spent to do cool things with skills.
In combat you will do more damage with the successes but with other skills? As Fenhorn has written for Crafting Skills there will be more information in the Crafting Chapter. With other skills? I think someone has written that it could be possible to heal doubt if you have many successes. That would be something I like.
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Tomas
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Re: Stunts?

Sun 28 Jan 2018, 19:50

There are specific situations (not only in combat) where the number of sixes matter (such as a Healing roll to get a broken person back on their feet), but stunts is not a thing as such in FBL and the references to them will be removed. Pushing rolls will still be important and common, as it is mostly done after a failed roll anyway.
The reason for this difference from MYZ is that some stunt examples in MYZ honestly felt a little forced (such as the stunts for the Force and Endure skills), so in FBL we decided to remove "stunts" as a thing that can be achieved in every dice roll, and instead specify the situtations where extra sixes actually do matter.
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lupex
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Re: Stunts?

Sun 28 Jan 2018, 21:00

There are specific situations (not only in combat) where the number of sixes matter (such as a Healing roll to get a broken person back on their feet), but stunts is not a thing as such in FBL and the references to them will be removed. Pushing rolls will still be important and common, as it is mostly done after a failed roll anyway.
The reason for this difference from MYZ is that some stunt examples in MYZ honestly felt a little forced (such as the stunts for the Force and Endure skills), so in FBL we decided to remove "stunts" as a thing that can be achieved in every dice roll, and instead specify the situtations where extra sixes actually do matter.
Understood, thanks for clearing this up (especially on a sunday).  Would it be possible to add a note in the GM section to give advice and guidance for a GM to allow players to spend additional successes on skills if they roll really well?  If you take this option away for most skills then it leaves a mostly pass/fail dynamic which isn't as much fun.

As an aside on some of the play sessions that i have listened to relating to MY0, players have opted to push roles to get additional successes when they have already succeeded.
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LupNi
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Re: Stunts?

Sun 28 Jan 2018, 23:13

Understood, thanks for clearing this up (especially on a sunday).  Would it be possible to add a note in the GM section to give advice and guidance for a GM to allow players to spend additional successes on skills if they roll really well?  If you take this option away for most skills then it leaves a mostly pass/fail dynamic which isn't as much fun.
I agree on that, it would be fun to have it at least as a side option. It was something I was looking forward to, as I think it's fun to not just have a pass/fail system.
Though I trust your playtesting, if you found it to be too forced, so be it!
 
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Re: Stunts?

Thu 08 Feb 2018, 12:04

I recently saw criticism towards MYZ on an online forum. A player wrote that the system gets too easy too quickly if you minmax. They apparently played a fixer who rolled so many dice on social checks, that not only did they never fail, they also had too many success to spend on stunts.

Does this happen, in your experience? I expect FL to be a challenging game and quasi-automatic successes would kind of ruin it for me. I'm also a bit worried that not having stunts will amplify the problem, since you'll often only be looking for a single six on a bunch of dice.
 
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The1TrueFredrix
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Re: Stunts?

Thu 08 Feb 2018, 16:41

I recently saw criticism towards MYZ on an online forum. A player wrote that the system gets too easy too quickly if you minmax. They apparently played a fixer who rolled so many dice on social checks, that not only did they never fail, they also had too many success to spend on stunts.

Does this happen, in your experience? I expect FL to be a challenging game and quasi-automatic successes would kind of ruin it for me. I'm also a bit worried that not having stunts will amplify the problem, since you'll often only be looking for a single six on a bunch of dice.
I have not played MY0 but, in my experience of Coriolis and TftL, most people com0lain about the lack of successes even (especially) on big dice pools 
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Fenhorn
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Re: Stunts?

Thu 08 Feb 2018, 17:52

I recently saw criticism towards MYZ on an online forum. A player wrote that the system gets too easy too quickly if you minmax. They apparently played a fixer who rolled so many dice on social checks, that not only did they never fail, they also had too many success to spend on stunts.

Does this happen, in your experience? I expect FL to be a challenging game and quasi-automatic successes would kind of ruin it for me. I'm also a bit worried that not having stunts will amplify the problem, since you'll often only be looking for a single six on a bunch of dice.
I have not played MY0 but, in my experience of Coriolis and TftL, most people com0lain about the lack of successes even (especially) on big dice pools 
Yup, I have also seen some complains about to few success. Groups that allows 5+ for a success and so on. In MYZ, a fixer can have 5 in Empathy and the maximum you can have in a skill is 5 so the maximum roll would be 10 for a top notch Fixer. Sure you can have Gear bonus to this, but I don't think I have seen artefacts that give bonus to "Make a Deal" (the Fixers specialty skill in MYZ) so 10 dice it is. This means 84%/96% chance of success. Now, you can of course get more than one success and with 10 dice i would assume two, sometimes three is gained. Not so extreme, he is after all the best of the best.
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Arnold
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Re: Stunts?

Sat 24 Mar 2018, 10:23

I don´t need stunts, this is not a jackie chan movie.
But i like the system of tales from the loop, which made it clear what you can do with multiple successes for every skill.

For example, with more successes in move or sneak, you can give one to a companion.
Or you get more information, heal more, and so on.

Just some possibilites to make options clear and give other choices than "you move really good" with your three successes.
 
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9littlebees
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Re: Stunts?

Sat 24 Mar 2018, 15:08

I don´t need stunts, this is not a jackie chan movie.
But i like the system of tales from the loop, which made it clear what you can do with multiple successes for every skill.

For example, with more successes in move or sneak, you can give one to a companion.
Or you get more information, heal more, and so on.

Just some possibilites to make options clear and give other choices than "you move really good" with your three successes.
Well, the term stunt is just a word. I would prefer to see them used exactly like in MYZ. In other words, disarming or knocking over or moving your foe around the battlefield is only possible with more than one 6 (stunts). You have to decide between extra damage or actually using some tactics, and a single success isn't enough to do these things (unless you have a Talent which lets you).
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