Jan 12, 2025 3:06 pm
Context, branched from here:
https://gamersplane.com/forums/thread/35773/?p=1788595#p1788595
You're absolutely correct about the default Cortex rules. I enjoy using them in live games with Plot Points (PP), SFX, and all the related mechanics. However, I’ve found that those elements don’t work as well in PbP, so I’ve left most of them out. Apologies for any confusion caused by the similarities to but differences from the standard Cortex setup!
You’ve convinced me to revisit the default number of dice for rolls. I initially planned for 2 dice (especially for mundane skills) but, after reviewing the probabilities for 2 vs. 3 dice rolls, I agree that 3 dice should be the default. This aligns better with how the system is meant to be played.
That said, by removing PP and Effect dice, I’ve significantly altered the game’s balance. Mechanics like Hinder and its player agency don’t function the same way without them—some might argue it’s not even Cortex anymore. My initial workaround was to try to reduce most rolls to 2 dice and make Distinctions more specific. Each would represent both a strength (a "quality") and a flaw (a "defect"), without overlapping with skills or attributes.
Pride was intended as the quality, something very personal your character takes great pride in—an ability, a defining event, or something similar. However, I realize it may not be clear; English isn’t my first language, so I might not have explained it well.
Given all of this and that you convinced me that improvements are needed, I’m feeling a bit stuck on how to proceed. I want to remove Plot Points (PP) and SFX, but I also want to keep the core structure of attributes + skills + something unique to the characters. Do you have any suggestions? I’ll playtest some ideas in person, but I’d love to hear your thoughts if you have any recommendations.
Also, to clarify, Mana isn’t a replacement for PP as you might think. It’s more like Willpower Points in other games—it replenishes daily after a good night’s rest and doesn’t affect the story, create assets, or reward hindrances. The reason I added Mana is that, in this game, all PCs are competent spellcasters, so we won’t use the Mental attribute for magical rolls. Instead, those will use Magical Rank + School. Mana provides the "third die" for some rolls and acts as a soft cap on how many spells can be effectively cast per day.
Thank you for the feedback. I will likely post something IC tomorrow or on Monday for Zix.What of the above is set in stone, what requires improvements and is open to feedback? Right now I'm mostly just confused about how the Pride and Problem dice are to be handled, how difficulty/opposition/whatever dice will be handled, how the self-balancing nature of Hinder is going to be replaced with the new mechanic, and unsure about the scopes of sets.
Can we please, if it's OK to ask, take a step back and get a small-step-by-small-step overview about how we want to handle our characters' more freely-defined characterisation and how it's meant to affect the sheets and gameplay?
https://gamersplane.com/forums/thread/35773/?p=1788595#p1788595
htech says:
OOC:
vicky_molokh says:
So it seems that the intent is to have three dice on most rolls (which lines up with keeping two dice for the sum and one for Effect). Am I misunderstanding something? Also, I have to admit that I don't quite understand Pride yet. It seems like such a specific and concerning emotion that I'm not sure where it would even be helpful. Overall, I find the mechanical principle of Pride and Problem harder to understand, including how it fits into the rest of the Cortex framework (is Problem similar to the Hinder SFX but without the compensation? does it retain the agency mechanic of Hinder?).You’ve convinced me to revisit the default number of dice for rolls. I initially planned for 2 dice (especially for mundane skills) but, after reviewing the probabilities for 2 vs. 3 dice rolls, I agree that 3 dice should be the default. This aligns better with how the system is meant to be played.
That said, by removing PP and Effect dice, I’ve significantly altered the game’s balance. Mechanics like Hinder and its player agency don’t function the same way without them—some might argue it’s not even Cortex anymore. My initial workaround was to try to reduce most rolls to 2 dice and make Distinctions more specific. Each would represent both a strength (a "quality") and a flaw (a "defect"), without overlapping with skills or attributes.
Pride was intended as the quality, something very personal your character takes great pride in—an ability, a defining event, or something similar. However, I realize it may not be clear; English isn’t my first language, so I might not have explained it well.
Given all of this and that you convinced me that improvements are needed, I’m feeling a bit stuck on how to proceed. I want to remove Plot Points (PP) and SFX, but I also want to keep the core structure of attributes + skills + something unique to the characters. Do you have any suggestions? I’ll playtest some ideas in person, but I’d love to hear your thoughts if you have any recommendations.
Also, to clarify, Mana isn’t a replacement for PP as you might think. It’s more like Willpower Points in other games—it replenishes daily after a good night’s rest and doesn’t affect the story, create assets, or reward hindrances. The reason I added Mana is that, in this game, all PCs are competent spellcasters, so we won’t use the Mental attribute for magical rolls. Instead, those will use Magical Rank + School. Mana provides the "third die" for some rolls and acts as a soft cap on how many spells can be effectively cast per day.
Thank you for the feedback. I will likely post something IC tomorrow or on Monday for Zix.
vicky_molokh says:
OOC:
That's a lot to take in. I think it's probably best to break up this discussion into small chunks, and also move it out of the character creation thread of a single player and into some general thread for everyone to pay full attention to (and without the need to OOC-tag every post so much).htech says:
OOC:
Sure! Can you do that? Nobody else is talking about rules or game design. Thanks!Can we please, if it's OK to ask, take a step back and get a small-step-by-small-step overview about how we want to handle our characters' more freely-defined characterisation and how it's meant to affect the sheets and gameplay?