You may remember a few months ago I posted about a setting-generic game supplement called Playing the Market. Well, I let it sit for a while and have now revised it. If you’d like to take a look at it, Shoot me an email. I’d love to here your thoughts on it, before it hits [...]
I’ve been working on a new dice mechanic (not for Star Lost, btw, but for possible use in Nexus. While Star Lost isn’t perfect, I don’t want to mess with the dice anymore.) and thought I should take a look at the statistics for rolls. This mechanic is easy to model in Excel, unlike the [...]
So, I was thinking some more about the proposed revision to the Aid mechanic. The current mechanic is:
Whenever a Character makes a Check on an Ability that can be Aided, a reasonable number of cohorts with proficiency in the same Ability (or an Ability that may reasonably be useful) may aid him in his [...]
So, a recent post (Altering the Aid Mechanic) led us to wonder whether adding a die to both the check pool and the opposition pool would increase the chances of a Thrash or if they would stay the same.
I took some time out this morning to roll the bones and preliminary findings support my [...]
Anybody every play a game called Diceland? I noticed it at Cheap Ass Games and it seems interesting, if a bit convoluted to grasp with a cursory rules glance.
Slaintè,
Q
[...]
A recent post on Ludanta Retero got me thinking about playing cards as conflict resolution tools, rather than dice. So I’ve been toying around with the idea with an aim toward using it in my next game, working title Nexus, which I hope to make near “diceless”. Anyway, the idea is to have four attributes represented [...]