anyway.



thread: 2010-03-01 : Reliable vs Unreliable Currency

On 2010-03-02, Josh W wrote:

I've got a twist to unreliable currency; money back guarantee:

If you can't spend that point, you get it back and get to make a different choice.

In my game (which only partially implements this idea)difficulty classes are defined by SIS judgment, and "taking advantage of high ground" is a tactical action with a difficulty based on circumstance. If the difficulty classes take your dice pool to zero, then you get to choose a different action. So action spent->maybe bonus becomes maybe action spent-> maybe bonus. Actions must be spent to get the bonus, so it stays within the same "balance" system, but at the same time it's based on circumstance.

Some people will still argue with this obviously, but hopefully tactical actions come early enough in the chain that we can talk about them before they foul things up. A more important problem is that it still doesn't deal with when someone takes the pool to half in a tight situation.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":