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Hello! I'm having SO much fun playing GLIDE! I just recently purchased this expansion, and it has been great adding these extra layers of game play, especially all the new skills and training advantages! I did, however, find that several questions came up as I was playing! I hope you don't mind me putting these questions here.😊

Mastery Skills
- Under Nimble, it says to gain 1 Reflex d6 for a Skill Test. What does that mean?

- Quick Thinker, When rolling for Knowledge Tests any resulting doubles count as a success, plus 1 - what does "plus 1" mean? - and it says "in addition to normal successes." What is meant by normal successes?

- Calm Mind, it says to declare odds or evens. Does that mean a specific odd or even number? Because it says that if more or your selected value is rolled, gain 1 additional success. Wouldn't one just choose "1" all the time in order to have a success always? I'm a little unsure how this skill is supposed to work.

Business Oops Table
I noticed that the Resolutions required for several of these results are rather vague. For example, under Copycats! It says to do something "new and different" within the next 2 Breaks, but how are we meant to know that we resolved the event? Or under Shortage! It says to solve the shortage problem, but we aren't given any means by which to track what that shortage problem is in order to resolve it. This in comparison to the Guild Quests in the Core Rules, where we are always told to obtain quest items, scraps, or relics and how many of each.

Thank you so much for answering my questions!

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Glad to hear you are having a great time with the core game and the added expansions. I'm happy to answer the questions

  • Nimble provides an additional d6 for Skill Tests by spending 1 Stamina, meaning you roll 1 more d6. For example: a Desert location (level 3) would have you normally rolling 3 d6 but with Nimble you can spend a Stamina to roll 4, 2 Stamina to roll 5, etc. 
  • Quick Thinker provides a success for any doubles result on a Test. You gain an additional success as well (plus 1) to account for the 2 dice used, otherwise you wouldn't be able to complete some tests due to a lack of dice. If the dice were also success normally for the test then you gain their additional successes as well. It is a force multiplier, having a possibly 4 success from 2 dice!
  • Calm Mind has you choose odds (1,3,5) or evens (2,4,6), not a specific number. On you first roll for the stat test you will count the total odds and evens. If your chosen side has more total results, gain a free success. Ignore the "value" wording as that is incorrect usage.
  • The Downtime rules are intentionally vague to spark players to create their own story within the game. Ideally the player would have an idea on what their business does already and the goals they want to accomplish. Including some tables to roll on would have been better on my part for players who wanted a more guided system. See below for a d6 table I've done for you to help get started.

Example roll (2,4,6): Security - conflict - locals angry. 

"The security at the landing pad in the settlement is fighting with the importers planetside. Locals are unable to obtain the goods they need, which is affecting operations and causing a large crowd to swell. I'll need to head down to the port or contact my supplier to find another solution to getting my materials in the meantime."

d6TopicActionFocus
1SupplyPromiseGuild involved
2SecurityCancellationSomething banned
3ContractMissingReward offered
4PropertyConflictFaction control
5DebtSabotagePower outage
6LicenseOverdueLocals angry
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Wow! Thank you so much for your thorough and informative response! I appreciate it! 😊 Thank you for creating this table for me! That was very generous of you! It will be very helpful for me in generating ideas on which direction to go with the business mechanic. I am very happy with being able to create my own story and have more vague prompts, but it just took me off guard because I was used to the structured guiding of the Guild Quests.

Thank you for the clarification and explanation for the various skill rules! I'm still a little confused regarding the Nimble Skill...and I noticed this in relation to the Relationship mechanic where the Companion can either add a 1d6 or 2d6 to the rolls when adventuring. I am confused how this is an advantage because having more dice to roll against means I have to get more dice under my chosen Skill level. Am I misunderstanding something?

Good question regarding more dice on a skill test. From the core rules:

A success is achieved when the player rolls a d6 with a result of the chosen Stat’s level or lower. To complete a Skill Test at a location the player must roll dice equal to the level of the location and achieve a success on each roll.

What this means is that adding more dice to the Skill Test offers more chances to reach the required number of success for the location. Essentially what I should have had the rule read is,  "You must roll successes equal to or greater than the location's level." So if you are rolling 3d6 at a level 2 location, you now gain an additional chance to win the Skill Test. 

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Oooh! Nice! Yeah, I get it now. That makes sense! I appreciate the clarification on that! 😊 Thank you!