QUOTE (Aaron @ Jun 2 2016, 08:48 AM)

I agree with your maths, and I did it on purpose. =i)
The math in most PbtA games set it up so that your competent starting character is going to hit that partial success spot most of the time, with complete success being the high-end outlier. I, too, thought this was odd until I actually played Dungeon World. The partial success is a powerful narrative tool, keeping the action flowing while still allowing players to have impact on the scene. In DW, even when you achieve mastery, nearly half of your rolls still hit that middle ground, and it's a Good Thing IMHO.
Fast forward from my first time playing DW to the first playtests of Simsense. In those, you only needed four hits for a complete success. The game was narratively kinda dull compared to the DW session we had just finished, and I had to admit that my numbers weren't working. So I did some math and came up with a value between 5 and 6, and since there's been a Rule of Six in SR since 1989, I went with six hits.
I have never played Dungeon World, so maybe I need to sneak a look at this as it may give some insight into what you are aiming for.
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Possibly. We were popping edge only outside of our bailiwicks, when that under-proficient roll came up.
Given that you wiped out dice modifiers, I suspect players will fall back on edge a lot more.
Though if Rule of 6 is standard across the board that does help a little slipping in an occasional extra hit so getting better shot at the 3-5 range. Still feel hitting via 4-6 on a d6 may be necessary.
Speaking of removing dice modifiers, doesn't that sort of render things like smarklinks semi-obsolete? I mean sure it can still feed data and help you spot targets, but the bonus to hit was nice.
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Like I said somewhere, I only had one playtest group. If you put some play time in and it turns out that's the way to go, definitely let me know. Thanks!
Away from group at the moment, but number crunching some scenarios in my head.
Still trying to come to grips with the CUPS and all it can entail.
Speaking of hit ranges... is some of the 1-2 hits results switched with the 0 hit results?
For example:
Player: “I use my Rotodrone to swing across the gap.”
GM: “Roll Pilot Aircraft + Reaction.”
6+ hits: “You make it across the gap, your Rotodrone bobs merrily behind you.”
3-5 hits: “You almost make it across, and now you’re hanging on the other roof by your fingertips.”
1-2 hits: “Your weight is too much for the drone, and you find yourself slowly sinking to the street below.”
0 hits: “You make it across, but not before tearing part of the drone’s cooling system. One of its rotors locks up, and it goes into a flat spin as it plummets to the pavement and shatters into a million pieces.”
1-2 hits has you fall to make it across and settling to ground below... so pretty much a (safe) fail.
However the 0 Hits still has you succeed in crossing but at the cost of the drone aiding you, so it definitely shows critical glitch(drone loss) however you still actually succeeded in the attempt (swinging across) while the suggested result for actually getting 1-2 hits has you fail to get across at all.
Likewise the spellcasting example shows us:
Player: “I create a diversion by casting Chaotic World into the center of the mall.”
GM: “Roll Spellcasting + Magic.”
6+ hits: “Pandemonium reigns. You feel confident that nobody will notice your team for a while. Resist Drain.”
3-5 hits: “You distract everybody nearby, but attract the attention of a group of security guards up on the food court balcony. Resist Drain.”
1-2 hits: “Your omae stumbles into you as you finish, and the spell goes off on your team. Through the chaos of it all, a group of HTR officers just going off shift wander over to see what the problem is. Resist Drain.”
0 hits: “Your mentor spirit chooses this time to get back at your for the off-color joke you made at its expense the other day. Resist Drain, but increase the DV by 6. Oh, and your spell is working. For now.”
Again, you have the 0 Hit example still
succeed in hitting the targeted area, granted at a heavy cost, while actually scoring a 1-2 hits ends in a partial fail for the original effort (hitting own group).
It just seems odd that the two examples have 0 hits yielding more of a success so makes for a very uneven fail compared to the 1-2 hits.