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The Power Roll | Designing The Game

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Comments

FoxTrick

Epic, fast, simple and scalable. Perfect!

Normann Patton

The thing I think I like about this from a director side is that this can allow all the rolls to be "in front of the screen" but the actual abilities are "behind the screen." This could add more fun instances, for example if you mirror one point Matt mentioned and have a heroic ability that could reduce a roll by 1, the players could see a roll of 8 and while not knowing fully what that attack might do, they could try to "soften the blow"

Kevin Garber

We just got to the playtest packet (session 1 of 2 it will take to get through) this week and it was very satisfying to see this being addressed. I love the concept of the chart. It fits neatly with the "ability cards" feel of things, and immediately the idea of everyone getting that visceral shared experience of the glee of a good roll or the angst of a poor roll being preserved was great. Actually it feels magnified as support abilities "powering up" or "powering down" something by A TIER sounds super cool. Like, it might just mean preventing 3 damage, but knowing my bodyguarding ability lowered the enemy attack by one whole tier sounds cool. I really appreciated how the game systems so far have incentivized my players to do cool fun stuff.

Austin

I like this idea a lot and will be using the same idea in the TTRPG I am designing. Though, since you are moving to this style of roll, you can actually just make it a d20 instead of 2d6. That is what I am going to do for mine. I love the d20 and using this resolving combat completely gets rid of my biggest issue with d20 which is the variance. Thanks to you I have the dice resolution mechanic I have been searching for since I started!

David Morris

This is a stroke of genius.