Lealope
Not yet invincible
- Pronouns
- She/Her
Dice tricks being boring is something that'll vary from people to people a lot. I've played with people who are intensely annoyed by what they see as obfuscation and just care about the final propability of success once all is factored in, and I've seen people who love nothing more than the "fail, no wait I reroll three dice and yes one success I pass!" rollercoaster. Unfortunately if your whole group dislikes them they're pretty baked-in so there isn't much way of getting rid of them.
Huh. Kinda reminds me of Mythender in the sense that physically rolling the dice can be exciting in and of itself. I understand that feeling, though I would prefer combat to be as fast as possible.
I've never really found them to be a problem in my experience, though; at best a small delay. Guard-Breaking Technique in particular is not much of a problem - it doesn't make you reroll anything or doesn't retroactively add dice, it just increases your successes and gives bonus dice to a roll that hasn't been made yet.
This is kind of difficult to answer since it depends a fair bit on what you're doing. Guard-Breaking Technique is actually a pretty easy one to evaluate - every result of 7, 8, 9, or 10 is 2 successes on the Initiative roll - but by and large going by my own experiences, individually they're fairly easy to manage. They also tend to provide a little bit more variety than an excellency without being too much more mathematically complex, which does feel different to players.
It's nice to hear that they don't cause too much delay.
Cards, basically. In online play its easy enough to have editable Google sheets, but in face-to-face the best way is to write down Charm effects on cards so you can easily browse them and grasp your options.
One thing I've seen suggested for this has been to record your charms on little notecards, flipping them over to mark when they've been used. The reverse side can have the reset condition on it as a reminder. (If you're feeling very organized, you could color-code these so you know which charms are combat charms, which are social charms, and so on.) From my own play experience, though, I don't think this comes up as a terrible bit of bookkeeping unless you have quite a few of those - generally those charms that have reset conditions are noteworthy enough that you'll keep a close eye on them anyway.
This idea alone pretty much completely revitalised my interest in 3e. I really like the idea of using cards like it was a TGC or something. That seems like it would be a lot of fun; I just need to work out some sort of system.
At the core, 3e feels better, because you don't feel like everthing's useless. If you attack, you can be fairly asured that your time/motes won't be wasted, which is a good thing. That doesn't change the fact that 3e is not well designed.
If it feels better, isn't that kinda the entire point?