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Kaleon's avatar

I've always done the: Desperate Success/Partial Success/Full Success/Critical bands myself for my game. Over success sounds.... interesting. Sometimes it is really hard to come up with a critical result...but an unintended consequence of succeeding too well? that could be fun.

I use the players choose if they fail, not dice. If you are ok with the consequences (and desperate successes have plenty) then you succeed... or you can choose to simply fail and move on with that.

Succeeding too well kind grooves to me. Thanks!

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