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(+1)

This is super cool and I'm really digging it! Out of curiosity, the difficulty checks seem really high for the races. I know you can boost the result of the roll with your speed die and you can get help dice from party members, but the checks required seem particularly high. Is there something I'm missing?

I'm thinking like, your average roll on 2d12 is 13, your 1d4 speed die average is 2.5, and then you'll use an attribute that you have a +3 on, and you tack on a help die for 1d6 or 3.5 average. That gives you a median roll of 22. The difficulties go up to 30.

Does this not matter much because the final roll really determines who wins? 

(+2)

Great question! You've kind of already sussed a big part of it out, the final group rolls really decide the race, whereas the checkpoint roles really just determine the narrative flow of the race - you still progress to the next checkpoint just with some disadvantage.  But there were a few other considerations as well!  

Taking a Failure with Hope is the only way players can take an action, use an ability, or do a stunt (for the bingo reward cards). So already our baseline is lower than average checks.

This also builds in a reason for players to link up their rigs - as the SPEED DIE increases for everyone whos linked up by 1 per player.  This also is incentive for players to want to win races and upgrade their bikes - I really like this element and wanted their to be soft progression system to the racing element. You start with a shitty rig and by tier 3 your a superstar racer rolling 3d12 while racing.

And the vibe. Because its a death race, every check point has something could actively kill the players (at least in narrative) so i wanted it to feel overwhelming a bit. A high check will  make your players feel like they need to use boost, spend hope to help each other / use experiences. Their is  a psychological element to it, lol.   

Thank you so much for your kind words and thoughtful question! Don't hesitate to ask if you end up having any others!