WalkerOfSorrow says:
I can sum up the results of your rolls by saying that there appears to be a misunderstanding about what a success is. Anything other than a 1 is a success. How can I best communicate that more clearly?
OK...yeah, I missed this details somewhere. Perhaps in your re-configuring it was obvious to you, but in reading the thread I misunderstood that. I thought I read that anything less than the initial number based on your PV was a failure and 1 subtracts successes. So yes that does change things a lot. The only suggestion here would be a reposting of the most current rules, but that may be more than you want to do. Your call there. Now I get it, but the next person to come along might be confused also. As for us, I'm now on the same page with you.
So my thoughts now are that 2 successes is not as crazy, 3 still seems high, but maybe your rules and guidelines for setting the difficulties is balanced to that end. I shall wait and see.
WalkerOfSorrow says:
The thing about your Power Values is that they almost never change, and usually only in a temporary sense. If your Leon PV is 4, you have a 4 for the entire game. That means you don't have to keep checking. You may have to look at your sheet a couple times the first session, but it should be really easy to remember in the long run. Granted I haven't tested this. How would you recommend making it less cumbersome?
I was thinking about rolling different stats. A particular PC might have a Leon PV 4, and a Nemesis PV of 5 correct? And the other stats could be anywhere else between 1 and 9. So on one turn I kick down the door using my Leon PV 4 rules, then the next round I could use Enlight PV 5 rules to interrogate a criminal and sift through their words to discover the truth they are trying to hide. So I have to shift gears and remember that on Round 1 I need a 4 and a 5 to destroy the door, the next time I roll I need to remember a 3 and 4 is good to succeed.
I'm comparing this to D&D where on the turn I kick down a door, I add my Str bonus to kick down the door and maybe my Wis bonus or Cha bonus to talk to the criminal. In that game, I just have to remember which number to add to the d20 roll each time. I probably still have to check my character sheet a bunch, but for the most part I only need to find one number to add to my roll, while your system requires me to remember a new set of rules each time.
With practice I might memorize it, but it is a turn off to me as a player with this initial read. Who knows though, I love to try new games, and it could be simpler than I feel it is right now. Until I can sit down and actually do it though, it feels clunky. I'm not sure what I would change to make that simpler that wouldn't result in another complete change to your system.
WalkerOfSorrow says:
Ideally, the GM won't do much rolling, except when controlling monsters or certain NPCs, and then not much is really needed. But in those cases, it works the same as for players.
With my new understanding of the rules, this seems OK now. Again, other than having to know the rules for rolling any of 9 different PVs. But really, a GM only ever rolls for monsters and NPCs...that's all there is for a GM to roll for. Even and inanimate trap could be viewed as a monster for the (typically) one turn it actually is a threat.
WalkerOfSorrow says:
I will get more into the other rules after I get the basic set ironed out, because it has been extremely taxing to reconfigure the backbone of several years' work. If you like, I can discuss combat with you in private for a bit until this thread catches up?
I'm in no hurry. You post what you can when you can. Just had some extra time tonight and thought I'd offer up my 2 cents on the matter. Over all it seems interesting. I've thought about making my own games int he past. You have touched on one or two ideas that I have toyed with before so it was interesting reading what you had developed.