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Everything posted by bygrinstow

  1. The Fear table basically makes my point from above -- if it's important for Difficulty to be Upgraded by assessing the situation and simply saying "I'm the GM, I'm Upgrading this" then the Difficulty table should have something much like the Fear table has, as advice on how and when to do that... That's what leads me to thinking that the Destiny flip is how you get those red dice into the pool, if other mechanics haven't already done that; Fear has a specific mechanic laid out for it, meanwhile Difficulty does not. Obviously, YMMV. One of us, both of us, or neither of us is houseruling, and all of that is fine. But this is how I've arrived where I am on the issue.
  2. Basically, the number of Minions in the group is the number of ranks they possess in the skill minus 1. Then treat it like any other skills check; the higher of the two numbers sets the number of dice, and the smaller number is the number of Upgrades.
  3. Funny you should say that... I've just recently scored a copy of Beyond off eBay and will be prepping it over the holiday break to run in the new year...
  4. My approach/understanding is that I set the Difficulty where it's not already laid out (as in Opposed checks), and that that methodology is: Determine a number of Difficulty Dice, introduce Upgrades based on mechanics (Talents, etc.), add Boosts and Setbacks as appropriate to the circumstances. Done. -- those mechanical Upgrades include the mechanics of the Destiny Pool. It does not include Just deciding that some red should be in there. Maybe I'm being too strict, but it's worked fine so far (both PCs and NPCs have had a fair share of success and failure in big and small things), and I feel like if pumping in some Challenge Dice were part of setting the Difficulty, there'd be some reference to it in the Difficulty Levels charts along with with Simple, Easy, Average, Hard, etc. and direct examples would on hand under Applying Task Difficulty. I'd never say just adding some red to your pool is wrong. It's just not fitting into the game in the style that I'm running it. What's been happening at the table feels very Star Wars, so I don't feel any need to switch up that approach... Maybe when the characters each have 150+ XP under their belts, I'd feel differently. We'll see.
  5. Thanks for the perspective, Whafrog. FWIW, I mostly refer to the GM screen only during play, and then just for crits and occasionally for inspiration on using Triumph, Despair, Advantage, etc. when nothing's jumping out as appropriate to the moment (there are enough fiddly little uses of those things that I sometimes forget an avenue that I could be throwing them at). I'm not worried about the "one flip, all rolls" spilling into broader, sloppier usage. The application is really very narrow as it exists in my head, and at present I'm blessed with players who are comfortable going with the flow. They aren't going to rules-lawyer me, and I'm long enough in the tooth at this point to address the behavior directly when I do meet up with it, rather than think of it as stemming from the game. I'm used to and comfortable with games that say "do whatcha want!" -- but I do find this system a little schizophrenic with some things being very "narrative" driven and other things being crunchy as all get out. If my campaign goes on long enough, I WILL develop dice-money instead, where you just roll to see if you can acquire that equipment you want, and develop a system for handling equipment upgrades through the use of Advantage in combat, instead of hard points, but that's a whole 'nother discussion... ; )
  6. So your Upgrade in that case would be GM-fiat -- do I have that right? I'm not seeing support for such a GM-fiat in the rules, per se. There is some haze in the book's phrasing, admittedly. Your concern is that if I do it for a specific kind of check in specific kinds of circumstances, it could then roll-over into broader use of multiple checks vs. multiple circumstances (all the PCs attacking all the NPCs, as one example). Have I interpreted that correctly?
  7. Hmmm... If I can just Upgrade any time it sounds right to me and I would only use it to "break the world's logic", if I then essentially choose to never break the world's logic (hadn't occurred to me, frankly), then the only reason for a GM to flip a Destiny point from Dark to Light is to boost an NPC's skill in a check. That seems... lopsided? Reading page 21 (EotE), Applying Task Difficulty, it says "Difficulty Dice are most often upgraded into Challenge Dice when facing skilled opponents [as discussed above in this thread], particularly challenging circumstances*, or when Destiny points are invested to me a check more challenging." My take on that one phrase (marked * by me above) is that that refers to things like Piloting checks (for example), where your speed and silhouette are setting the Difficulty. The bottom line I'm seeing is that, unless another game effect is kicking in, Difficulty is set in purple dice, and to Upgrade those dice via "narrative", I'm jus' gonna hafta flip a Destiny point, as said in the last part of the quote. Maybe we disagree on this methodology, but In any case, I can still foresee in some cases flipping it to Upgrade Difficulty for PCs (a crucial, moment, where Despair is a real possibility). I can foresee the occasional need for everybody to roll a check of some kind against the same difficulty. How these two things interact is the crux of my gist. ...or is it the gist of my crux?
  8. I appreciate the advice, but we're getting into the weeds a little bit with this, discussing the Difficulty of one example situation and all that, when the question was about Destiny flip Upgrades... The other pools you're suggesting all make sense and I've used those approaches in other situations. I'll check out the Order 66 podcast, which I was unaware of. But suppose there's an unhealthy atmospheric situation that calls for a Resilience check -- from everybody -- on their own, no "I'm going to help that other PC" situation at all... If there's an as-yet undiscovered plot element (their immune systems have been compromised, maybe?) an Upgrade to the difficulty of the Resilience check via Destiny Pool could be one way to deal with it (i.e., Despair could mean medical emergency), and it sounds like we agree that such a flip should apply to all the characters making their individual checks, right? Please take me at face value when I say, for the situation at hand on the ice plateau, for the tone of my game, for the pacing of the moment and other factors, going with everyone making the check vs not-an-opposed Difficulty and it being Upgraded made the most sense. As an example of a piece of that equation, the Upgrade tells them "something's up" that's more than meets the eye, and, importantly, it's a very Star Wars thing, because it would be exactly the right moment to say "I have a bad feeling about this..." as they search for their missing friend. Their success simply means the narrative unfolded in an unexpected way, and I prefer for that to happen occasionally...
  9. In context: It was a small icy plateau with a ship parked on it, and that ship camouflaged with a "blanket" (so to speak) that emulated the snowy covering the plateau. The thing they were looking for required no skill check -- it was a given that they'd find it. But do they notice this other, odd thing...? That's where the check came in, though I'm sure they thought they were making the check to spot the thing that I was going to give them anyway. It wasn't difficult to spot the "lump" on the plateau, but it was worth a check to see if it registered as anything other than a simple terrain feature. So I went with not-a-Daunting check, but Upgraded by bad guy expertise. What you're saying makes sense, too.
  10. Oooo, do you have a page number for reference on that? My understanding has been that Upgrades are either from specific Abilities and Talents, or happen through use of the Destiny Pool... TIA Thanks for the input and explanation. The most recent case of this question coming up in-game, was the party flying over a camouflaged ship... They weren't specifically looking for a ship (they were searching for something else), but it was there, and could give them a hefty heads-up if they'd spotted it... I set the base Difficulty at a 2 or 3, but the folks that set the camouflage are badasses that are WAAAYY above the pay-grade of the PCs at this point in the campaign, so it seemed reasonable that their handiwork would go unnoticed by anybody but very seasoned spacers. They spotted it, by the way.
  11. I've had a couple of situations where, as the GM, I wanted to flip a Destiny Point to make a general Perception check or other checks more difficult... Basically, checks where more than one player is making the skill check at the same time for the same purpose. I can't find guidance in the books for whether the Upgrade in Difficulty affects all the characters making that check, or if I'm meant to target one character only with the Upgrade. Thoughts?
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