The Butcher
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So the higher the die not only means better likelihood of success, but also a more "controlled" result, both ways? That's kind of neat.You get three dice.
One is from Attribute
One of from Tradecraft (skills) there are 4.
One is from Assets (equipment)
You roll all three and want to get a 13.
When you roll a max number on the die, it explodes and you score a Burst, which adds a narrative good thing and reduces Tension by 1.
When you roll a 1 on the die, it implodes and you Score a Blowback which adds a narrative bad thing and increases Tension by 1.
Tension is a track that gets raised with Blowback and reduced with Burst. Tension can raise your Target number from 13 to 14, 15, etc.
Where's the source for these quotes? Comments in the KS, or part of the updates?They moved away from percentage dice because "percentage dice are over", towards this new system because players today "want a system they can use to tell stories with".
Yeah, kind of interesting, but only 4 skills, Combat and 3 Tradecraft? That seems a little extreme. Also TS has gone from "a game about roleplaying spies with optional rules to play a character in a spy movie" to "playing a character in a spy movie".
They moved away from percentage dice because "percentage dice are over", towards this new system because players today "want a system they can use to tell stories with".
Meh, with a side of bleah.
You get three dice.
One is from Attribute
One of from Tradecraft (skills) there are 4.
One is from Assets (equipment)
You roll all three and want to get a 13.
When you roll a max number on the die, it explodes and you score a Burst, which adds a narrative good thing and reduces Tension by 1.
When you roll a 1 on the die, it implodes and you Score a Blowback which adds a narrative bad thing and increases Tension by 1.
Tension is a track that gets raised with Blowback and reduced with Burst. Tension can raise your Target number from 13 to 14, 15, etc.
Quotes are from the video on the KS page.Where's the source for these quotes? Comments in the KS, or part of the updates?
It seems a little ironic that these quotes are made, and yet, "simple mechanics for the action don’t mean there aren’t plenty of charts in the book, from modern weaponry to vehicles to a list of specialized skills that include cryptography, handwriting analysis, drone piloting, blackhat hacking, even nuclear engineering". So players today want a fuckton of charts to go with a serving of storygaming??
H'okayyy...They moved away from percentage dice because "percentage dice are over", towards this new system because players today "want a system they can use to tell stories with".
Read in the posts from above they didn't keep the original system, or the crunch of it. SOunds kinda meh.... at best. But I would like to play it to see how it runs. Maybe, I'm wrong. I don't think so. But, maybe.I loved the original Top Secret, I even owned both editions at one point, but recall the play being a bit too fiddly and not-D&D for my group to really get into the game.
I don't think it was ever the mechanics per se that were the strongest part of the game. From the reviews it sounds like it kept a fair amount of the crunch of the original system so I think the grognard fears of a storygame heresy are probably misplaced.
Read in the posts from above they didn't keep the original system, or the crunch of it. SOunds kinda meh.... at best. But I would like to play it to see how it runs. Maybe, I'm wrong. I don't think so. But, maybe.
A review of the actual game on Drivethrurpg explains some of the mechanics and it sounds pretty crunchy to me, not the original mechanics maybe, but hardly rules light.
Marvel Heroic was at least as full of "game" as Marvel FASERIP.
FFG Star Wars is at least as crunchy as d6, but gets heralded for its ability to tell a "Star Wars like story".
FATE gets called Rules Medium or Rules Light, depending on who you ask, but it's definitely got a lot of rules and mechanics and terminology to track.
A lot of games with more of an assumed narrative focus seem to go that way. FFG Star Wars is at least as crunchy as d6, but gets heralded for its ability to tell a "Star Wars like story". Marvel Heroic was at least as full of "game" as Marvel FASERIP. FATE gets called Rules Medium or Rules Light, depending on who you ask, but it's definitely got a lot of rules and mechanics and terminology to track.
Depends on what you feel like Star Wars "is". I never thought buckets of dice and pages of skill lists felt like Star Wars to me, personally.
Any truth to that? Or it just marketing?
AKA, does FFG SW do anything that SW D6 doesn't in regards to creating an immersive SW experience at the table?
This new Top Secret is getting smacked around in the review section at RPGNow. I think I'll pass.
Or, apparently, people whining about people whining about it.Luckily for them WEG SW is still around but that never seems to stop people from whining about it.
Depends on what you feel like Star Wars "is". I never thought buckets of dice and pages of skill lists felt like Star Wars to me, personally. Felt much more at home with "serious" sci-fi rather than space opera.
I would consider WEG and FFG SW both on the lighter end mechanically. FFG uses light narrative mechanics but is hardly a heavy crunch game. I think both systems are fine.
What do you use for Star Wars?
I like WEG D6, but I'm not wedded to it.
D6 is light enough to move swiftly, but I agree the buckets of dice can be an issue. I switched D6 to successes instead of pips, then maxed dice at 10. Every 2 additional dice = +1 success. So if you have 6D in blaster and use a Force point, you roll 10D + 1 auto success.
I like successes because most people can't count fast enough for me. I swear I might just switch to dice with 3 symbol sides and 3 blank white sides.
That's mostly the D6 Legend system that the upcoming Mythic D6 uses. It theoretically solves the "buckets of dice" issue, as it counts successes instead of pips.
Didn't that originate with their Hercules & Xena RPG?
What do you use for Star Wars?
I like WEG D6, but I'm not wedded to it.
D6 is light enough to move swiftly, but I agree the buckets of dice can be an issue. I switched D6 to successes instead of pips, then maxed dice at 10. Every 2 additional dice = +1 success. So if you have 6D in blaster and use a Force point, you roll 10D + 1 auto success.
I like successes because most people can't count fast enough for me. I swear I might just switch to dice with 3 symbol sides and 3 blank white sides.
Yep, along with DC Universe RPG.
Yep, along with DC Universe RPG.