Posted December 06, 2024 by Chaosmeister
##TheFLuxEngine
Hello everyone,
After more playtesting, it became clear that while the Lucky/Unlucky system caused some interesting moments, it also bogged down play on every roll. Feeback by most players was that they spent too much time figuring out if their roll was even or odd and what that meant in the current situation. It sounded fun in theory, but turned out clunky in practice. There was just too much to do with one dice roll.
The new version streamlines this by making Boons and Banes more straightforward while actually increasing their impact. A Boon now generates Surges equal to your Ability die, creating exceptional successs. The Banes still sting but feed into the Adrenaline economy that powers character abilities.
In 1.14:
In 1.15:
The most experimental addition is the expanded Surge system. Rather than just dealing extra damage or regaining Grit, players now have access to an escalating scale of narrative control. From minor benefits at 1-2 Surges to potentially game-changing moments at higher levels, it rewards player creativity while giving the GM guidelines for adjudicating exceptional success. However it is a lot right now and will undergo changes as we move forward.
I hope these changes solve some issues that emerged during playtesting while making those exciting moments when the Flux Dice shows a 12 even more memorable. However I grant this may add a slowdown at the end of the roll. It's defiently an experiment.
What do you think? A step to far? Not far enough? Let me know!