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(+1)

The odds of failure are pretty low in most circumstances, but maybe that's appropriate for bright superhero game.

  • 1d - 33% success, 0% extra
  • 2d - 56% success,  3% extra
  • 3d - 70% success, 7% extra
  • 4d - 80% success,  13% extra (max without pull nor advantage)
  • 5d - 86% success,  20% extra
  • 6d - 91% success, 26% extra
  • 7d - 94% success, 33% extra  (max with pull or advantage)
  • 8d - 96% success, 40% extra
  • 9d - 97% success, 46% extra
  • 10d - 98% success, 52% extra (max with pull and advantage)
(2 edits)

Yeap! I understand the concern and that's actually part of what I was going for. 1st as you say, it's a superhero game so I want players to succeed more often. And 2nd the large dice pools become the incentive to use the PUSH mechanic. I.e. you "push" your luck, risking your success, but gain more juice from a single action.

For example: there could be a fight against a dozen evil robots and your action would be to blast them with your electric powers. With a PUSH, you could potentially do an electric nova targeting them all at once.

Or maybe you want to make sure that you catch the bad guy, so you use PULL, but as an extra complication you hurt yourself in the way or deplete (temporarily) your powers.

Hope this gives more insight the design choice :D

Note: TBH I was skeptical about the free "extra" mechanic on 2 6s, but I like Criticals, so I left it in. Still I may review the numbers a bit, so thanks for the feedback!