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I have a question about HOLD. I've only been playing with small groups so far (3 players, total), but I've noticed that it's quite possible for a group of 6 players (the maximum suggested for this game) to have +12 Hold for the Moment of Truth. Is that a bit over-powered?

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It's possible, but highly unlikely bc you'd have succeed on every roll. The math works out so that you're most likely to *gain* HOLD during the Solos and *spend* HOLD during the Build-Ups, and since everyone gets one of each they tend to cancel one another out the more rolls (e.g., with more players or across multiple sessions).

It can happen, though. But you'll still only get the 12+ result on the Moment of Truth anyway, so it doesn't break anything long-term.

Another option is to make double-sixes automatic successes and double-ones automatic failures no matter what HOLD you have. But I generally don't play with that rule because it can make it feel like all the HOLD stuff you went through during the session simply didn't matter.

I guess I'm slightly concerned about experienced players ;) In their Solos, if they managed to get bonuses for their Trait, Edge, and Style for a total of +3, then they're getting +1 Hold on a die roll of 4 or higher. And in the Head Out, they would get that +1 Hold on a 7 or higher.

It sounds too easy to get a lot of Hold for a bigger group, but since I haven't played with a group that big yet, I don't know how it actually feels at the table.

And yeah, I don't like that double-6's/1's idea either. :)

I’m going to playtest an alternate Moment of Truth mechanic, where you essentially have a dice pool instead of a mod. The pro is that the math probably works out a little bit better, but I’m wary about introducing a new mechanic at the very end. We’ll see how it plays.

I look forward to seeing what you've come up with.