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Signal
Dec 10, 2005

We've been playing this for a few sessions, and it's been a pretty positive experience.

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Signal
Dec 10, 2005

How good is Strike at dealing with a more ranged-favorable setting like most scifi? It seems like a lot of different classes hinge pretty heavily on melee combat.

Signal
Dec 10, 2005

Jimbozig posted:

How many players? The more players, the more viable/cheesy this becomes. At 3p or 4p, assuming the enemies start with a bit of extra Advance (+1 for 3p or +2 for 4p) or some similarly-effective trait, doing it for 3 rounds gives you about a 30% chance of losing in those 3 rounds. The 70% of the time that you pull it off, you end up with an edge, certainly. But overall it's not too strong compared to other strategies.

With 5 or more players, it gets stronger. Also if the opposition doesn't have any extra Advance or any way to make draws hurt, it is stronger than the numbers I suggest.

Overall, I agree that it is too broadly useful - the number of conflicts where it is strong is too large. Maybe Targeted Effort could be tweaked a bit. If you want to test things, try adding a -1D to Targeted Effort and see if that fixes things. It might be too weak at that point, though.

Ideally I think that going strong on defense with a targeted effort to take out a key enemy trait for a round is a perfectly good idea and makes sense in the fiction. The problem only arises when it gets spammed every round.

The real problem is players taking an overly cautious approach, right? Would a possible penalty for longer conflicts make sense, either in fiction or mechanics? If there's some sort of external pressure then great, but stamina will also be a problem. Something like Winded seems like it might be a suitable trait to have appear after too many failed attempts.

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