The Resilience Points mechanic is a very cool twist on roll-under systems. I've seen a couple diceless systems use something similar, but never pitted against an adjustable die with which you're attempting to make the roll.
Speaking of adjusting the die, that's my one big complaint: I wish the rules were clearer about exactly how the GM is supposed to adjust the die. One step up or down per trait that matches? One step max if any trait matches? Just go by feel in each situation? It might be worth a half-inch of text to explain.
My intention for the step up/down of the test die was more along the lines of "just go by feel in each situation." Part of that decision was driven by the one-page limitation for the jam and trying to get the core mechanics on the front page. I'll try to cram in a little more detail somewhere in a revision.
That being said, I'm planning to either expand the game at some point and/or write a generic version of the system that could be applied to different settings. In both cases, I would probably include either specific mechanics for stepping up/down (e.g., one per trait) or more detailed guidance for GMs in setting the tension rating.
Comments
The Resilience Points mechanic is a very cool twist on roll-under systems. I've seen a couple diceless systems use something similar, but never pitted against an adjustable die with which you're attempting to make the roll.
Speaking of adjusting the die, that's my one big complaint: I wish the rules were clearer about exactly how the GM is supposed to adjust the die. One step up or down per trait that matches? One step max if any trait matches? Just go by feel in each situation? It might be worth a half-inch of text to explain.
Thanks for the feedback! I appreciate it.
My intention for the step up/down of the test die was more along the lines of "just go by feel in each situation." Part of that decision was driven by the one-page limitation for the jam and trying to get the core mechanics on the front page. I'll try to cram in a little more detail somewhere in a revision.
That being said, I'm planning to either expand the game at some point and/or write a generic version of the system that could be applied to different settings. In both cases, I would probably include either specific mechanics for stepping up/down (e.g., one per trait) or more detailed guidance for GMs in setting the tension rating.