Could someone familiar with the system provide a little more detail?
Such as:
- How do opposed checks work?
- Do you color code dice so you can see what contributed to the success?
- Is $$ for success with equipment an issue?
Opposed rolls are quite intuitive. Both participants roll their respective skills (e.g. INFILTRATION vs. OBSERVATION) and whoever scores more successes (sixes) wins. In some cases the skills tested are the same for opponents, so when the rules speak of "an opposed RANGED COMBAT roll", both roll that skill.How do opposed checks work?
In Coriolis, you don't need to! Thankfully, because it can be a bit of a mess in Mutant Year Zero sometimes.Do you color code dice so you can see what contributed to the success?
I'm not sure what you mean here – but of course better equipment with higher bonusses costs more money. However, for the number of dice that you throw, better equipment isn't necessarily that influential. Attributes give you 1 to 5 dice, skills give you 1 to 5 dice and equipment has the same 1 to 5 range; though I would think that equipment in the +4 to +5 dice category gives the GM a plethora of darkness points, so handing those accessories to players may be a Pandora's box situation.Is $$ for success with equipment an issue?