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Since dice pools in ORE games are capped at 10 dice normally,
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Since dice pools in ORE games are capped at 10 dice normally, what kind of feats do people with truly insane bonuses perform?
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>>43830601
Depends on which ORE you mean.
Wild Talents is just all around insane with custom power building and Better Angels comes close with it's over the top super villiany.
Reign has it's magic and martial paths/esoteric disciplines which do all sorts of crazy stuff.
Monsters and Other Childish Things has it's monsters.
A Dirty World is very not insane but it's a detective noir thing so not made for insane anyway.

Even sticking to pretty generic ORE rules and sort of abillity that gives you "(action) doesn't lose dice for performing it multiple times" is fairly crazy in a system where splitting actions lowers the pool per action attempted and you can suddenly use every set in a full roll as an attack/dodge/whatever
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>>43831648
I meant in regards to dice economy. If we have Mr. Demigod who has 20 dice on an action from his pile of bonuses, how does he burn through the 10 dice that he can't roll in the pool? Even he can only perform at most five simultaneous actions(if he gets five pairs).
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>>43831891
Penalties subtract form extra dice first, so someone with a pool of twenty dice can perform at full capacity under some truly insane conditions.
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>>43831946
This, external penalties are dice removal. Mr 20 pool could still perfom at peak performance under conditions where a normal expert is unable to even get a single success.
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>>43831946
Is the usefulness of that infinitely scalable, or does having more and more overflow dice become meaningless after a point?
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Nemesis reserves trump dice for supernatural stuff.

>>43832264
It's the equivalent of playing a lvl 30/30 PC in DnD. So ya, it's pretty pointless.
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>>43830601
A Width of 4 is described in Reign as a Master success, like a critical. Higher than that and you get downright epic.
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>>43832319
Another thing I was wondering is how useful it would be to use those extra dice to attempt a bunch of extra actions then pick the actions that best work with the sets you get. My initial guess is that it won't be much of an increase in the general quality of your performance.
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Does Reign (or any ORE game really) have any rules for PCs helping other PCs? I can't seem to find rules for assisting anywhere. It'd be pretty easy to house-rule, but I'm curious.
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>>43836332
In Wild Talents, changing a defensive ability from self to touch or range lets you defend for another character. The other ORE systems probably have similar rules.
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>>43836372

Reign allows you to do something similar with the Parry skill in a fight, but I'm interested in how the system would handle a situation like two characters trying to lift a heavy stone, or one character giving another a boost over a steep climb.

You could go with the Burning Wheel method and let helping characters "loan" a die to the acting character, but that has the potential to be super broken.
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>>43836417
Aren't there charts for how much weight a character can move around? Couldn't you just add those together?
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I think you have to really understand ORE and how balance works before you start moving dice around.
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>>43831648
>Better Angels
>A Dirty World
Don't these have a different way of measuring things?
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>>43830601
In Wild Talents, you take dice penalties to add Speed, Damage and Lethality to your attacks as well.

So you could have someone take -3d or something to perform Multiple Actions, then another -3d to make his attack Fast, Powerful and Deadly; if you can make multiple attacks then you can add those bonuses to each of the attacks you're attempting, so now you're potentially at like -12d, which is something that would only be possible for someone with a truly insane dice pool.

Also wow this is like the first Reign/ORE thread I've ever seen in /tg/. I thought I was the only person who actually played it.
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>>43843102
We're small in number but when we do surface, we bond together.

Where in the world are you from? I'm in Northern Ontario. it sucks living in the sticks.
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>>43843102
How is lethality useful to a hero?

Also, yeah, that's the kind of thing I was looking for.
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Is there a generic system designed around the ORE mechanic? I don't mean full GURPS "you can play as a psychic cupcake that can destroy the universe for under 200 points" full generic, but the basic "you can play your standard sort of humanoid characters in most settings" generic (ala Mini Six).
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>>43845254
No, there isn't. Each ORE game is built to do what it's supposed to, from the ground up. If you are looking for ideas, the System Toolkit is a good resource. And Reign is the most detailed incarnation. But ORE really lets you put the gamble where the genre shines, and it wouldn't make sense to just copy and paste that.
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>>43845228
A hero can do the opposite and perform a Careful attack, which reduces Killing damage to Shock damage. So you can do the same effect but instead of headshotting three guys you can disarm or kneecap them. Which is still pretty rad.
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>>43845362
Looking over Wild Talents, it seems like there are a few instances where making something better makes it worse in a way because it requires you to take penalties when holding back.

How much is that the case? And do the other systems have measures against that?
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Is Reign also interesting when the players have no interest to be leader?
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>>43845618
I don't know, is going to the movies also interesting when nobody is fighting over the popcorn?
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>>43842201
Yeah they have kind of opposing stats that slide back and forth instead of hard stats/skill, but the ten dice cap is still there.

>>43845618
Yeah it's still good then. GM could even use the company rules to be the organisations that they are part of or work for instead if rule and still have them contribute to big scale events through what they do.
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>https://1d4chan.org/wiki/Reign
>The most powerful monster is a flea the size of a city that leaves meteorite-scale craters whenever it hops. It can only be killed from the inside.

What the heck is this?
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>>43845882
The setting for Reign is artsy. The suns don't set, they dim. The continents have the shape of a sleeping naked man and woman. If you kill someone his spirit will haunt you, so executions are conducted by exposure and starvation. Riding astride is bad for virility, and men ride side-saddle. All magic is tied to a craft or art.

If you want the excellent mechanics without the idiosyncratic setting, use Enchiridion. It's cheap, has all the crunch, and none of the fluff.
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>>43845882
>https://1d4chan.org/
It's a shit, anon
A shit
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>>43845882
Greg Stolze saying "Fuck it, let's do something COMPLETELY DIFFERENT" for the setting. IMO he succeeds, though YMMV.

>>43845618
The system itself is robust and has good balance between magic and non-magical PCs. The Enchiridion's take on how powers work in the contexts of worlds and societies is a must-read, IMO

Definitely worth playing
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I hope this thread is still here tomorrow mornin because I'd love some Reign/Wild Talents/ORE/Stolzechat.

(I'm currently working on a sci-fi ORE homebrew out of an unholy marraige of Reign and Wild TAlents)
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Can ORE be used for a roguelike, or is it too freeform in nature?
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>>43846558
Roguelike in what way? Theoretically it could be done since most games give discrete measurements for movement speed based on Body dice, so you could have a grid if you really wanted it. And Reign has rules for quickly rollling up random characters, which fits the theme.
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>>43845422
It's by design. The game is actually terrifically easy to "break" by making powers that can do instant killing damage to a character's head (by my calculation you can do it at about 8 points per die, so 32 points for 2hd), but the challenge then is dealing withe consequences of those powers.
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>>43846631
The main concern is how reliant on GM interpretation the system is(how sophisticated the video game must be), and how much raw information is conveyed by player input(how simple the video game controls are).
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>>43845254
>>43845313

It's worth noting that Reign comes with a few settings as well. The default setting is Weird Fantasy, with it's fucky geography and shape-shifty molten demons and all.

Then there's Ardwin, which is much more "traditional." there are Orcs and Elves and Dwarves and all that stuff, although it's still written by Greg Stolze, so he manages to make it pretty fucking weird regardless.

There's also Nain, which is !Not Harry Potter. It's got a revamped magic system that uses "Words of Power" so you can go around yelling Wingardium Leviosa at people.

And, interestingly enough, there's also Out of the Violent Planet. It's one of the last supplements released for the system, and it's a sci-fi setting. It includes rules for psychic abilities, aliens, and firearms, among other things. Yeah, it's weird.

So, is there a "generic" ORE game out there? No, not really. But the ORE is a system that's been pretty refined over its various iterations, and Reign is pretty fucking flexible. If you want to, you can make a lot of settings work.
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>Another item of note is the Passions optional rule. Each character can have a Mission ("More than anything else, I want to..."), a Duty ("I am obligated to..."), and a Craving ("I can't help myself to...").
What is an example of how these things play out? Wouldn't they too often be positive?
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>>43848789

Passions were one of the weirder parts of Reign for me to wrap my mind around, so let's talk about them for a minute. The phrasing the game uses for when a character benefits from a passion is as follows:

>"Whenever you're in the direct pursuit of a passion, you add a die to your pool... if you are acting against a passion, you lose a die from your pool.

This of course begs the question, what qualifies as "direct pursuit" of a passion, and what qualifies as "acting against" it? The rules are mute on this subject, although there's a wonderful line that goes as follows:

>"[The Passions system is] really there to reward you for staying in character (or punish you for going astray). How balanced that punishment/reward ratio is depends on how you play and how sneaky your GM is about throwing conflict and temptation in your path."

So, there's a lot of wiggle room ingrained into the system, but that's what it's trying to do. I'm not sure anyone but Stolze is capable of telling you the "right" way to use them (and I'm not convinced he's sure himself, considering how vague and brief that section is), so I'm going to talk about what I do.

Foreward: "what I do" is heavily influenced by The Burning Wheels "Belief" system, which is a fantastic series of mechanics, and which I believe Reign's "Passions" system represents a lighter, more casual version of.

I treat Passions in much the same way I treat Beliefs. I remind myself of my players' passions, and I try to work in events that challenge them as often as I can. You have a craving for booze? The caravan you're escorting has a wagon full of expensive wine that's supposed to be a gift for the dignitaries you're going to meet. You have a knightly duty to keep your word? I try my fucking hardest to get you to agree to something that turns out horrible. I try to make passions *hurt*, to the best of my ability, because that's what makes them interesting.

Continued.
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Continued: >>43849173

That being said, the majority of the time, my players are not benefiting from or being penalized for their passions. Most of the time, you're not keeping your word *or* breaking it, you're just chilling out. In the same vein, you're not going to be penalized for not drinking just by virtue of there being a bar in town, and you not being in it. I only care about Passions when the choices made in pursuit (or denial) of them actually matter to where our session is going. And, most of the time, the situations pass so quickly that the die penalty is insignificant anyway. It's mostly just a reminder that the characters care about certain things, and a vignette that allows them to express that.

Passions do work really well when the players choose their own goals, though. That drunk is going to get a lot of mileage out of his passion if he can convince his party to go on a quest to find an ancient keg of ale high in the mountains of Givafuckia. And that knight is going to get a lot of bonus dice if he embarks on a mission to find his long lost brother (who the player just invented spontaneously), who he promised he'd come back for once he had the means.

Is that gaming the system a little? Yeah, it is. But if it encourages my players to make their own adventures and care about their backstories, I'm all fucking for it. Take your extra die, you're making my life easier. And anyway, you just know I'm going to make it hard for them regardless.
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>>43849192
It seems like Duty is the easiest to handle. It's about how a player gets things done, so it's easy to make situations where they're forced to follow their duty or go against it.
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I wonder if there is any good way to handle a player gaining another duty under dire circumstances so they can power through, and ways for them to "fall" and abandon a duty.
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>>43849807

There are rules for abandoning and gaining Duties during the course of play. Here they are, for what it's worth:

>"You can get rid of a duty, but it costs 10 XP. If
you don’t have a duty, you can only get one if
it’s offered in the plot."

Now, that's not quite what you're getting at though. Because you're interested in somebody replacing a Duty with one they've come to care about more (or possibly having two Duties, but fuck that shit that's too much book-keeping for me), or losing one to reflect them being disillusioned with it or something similar. This is how I'd handle it.

Replacing a Duty? Fucking great idea, if it makes sense in the story. I'm all for it. Like, say a character has a child, so he wants whatever his old Duty was to be replaced with something like:

>"Do nothing that will cause harm to innocents."

That's fucking great. I wouldn't even bring mechanics into it. If somebody is into their character enough to ask for something like that, I'd just give it to them.

As far as losing a Duty goes, though, I think the rules cover that adequately. Your character doesn't care about his Duty any more, and wants to stop being penalized when he acts against it? You eventually decide that you actually don't mind causing harm to innocents, and you think that -1d penalty is annoying? Tough cookies, buddy, pay up that 10XP and you can trash it.
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>>43850122
>You can get rid of a duty, but it costs 10 XP.
That's pretty much exactly what I had in mind, but was reaching out for something more interesting and less crunchy. This is because, in regards to gaining duties, I was thinking something like swearing fealty to a greater power in exchange for help. Burning some XP to break a duty of that nature would be disappointing.

Gaining problems may also be something that can be flavored as a deal with otherworldly forces.
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>>43850189

The system's loose enough that I don't think either of those ideas would break it, and they could be pretty cool. It's worth keeping in mind that losing your Duty is supposed to be a *hard* thing; it's something your character presumably cares about so much that it's reflected mechanically, and it's costly for them to just ditch it. Whatever you end up doing, I'd try to convey that it's a big deal and it isn't easy, regardless of whether that's shown as a big XP tax or a quest or whatever.
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>>43850245
>it's something your character presumably cares about so much that it's reflected mechanically, and it's costly for them to just ditch it
I know that. I'm saying that it's disappointing that the loss of the duty is so simple, even though it's costly. Losing a duty via replacement as mentioned above, is a good alternative. But how would somebody break out of the divine duties I mentioned? My initial thought, drawing inspiration from the roguelike Dungeon Crawl Stone Soup, is retribution from the entity in the form of frequent divine harassment.
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Looking for some feedback on something that I'm working on thats ORE related:

One thing that I've found with Wild Talent's version of the ORE rules is that headshots are too easy to get, because the Block/Dodge rules favor the attacker over the defender. Since the head is Hit Location 10, an attacker with hard dice or wiggle dice can hit it very easily, meaning that the defender needs to rack up 10s for their defense role at an equal rate. This to me seems somewhat unbalanced, so I've concocted a solution:

I've relocated the head to Hit Location 1, and shifted the other Locations up accordingly, so Hit Location 10 is now a part of the Torso. To me this makes more sense, since Hard Dice represent powers that go off at maximum power all the time, instinctually, which feels like logically they'd hit center mass rather than a small target like a head.

It also means that it's easier to defend your head if you're trying. An attacker who makes a called shot to the head has to roll 1s, so a defender trying only needs to match their Width in their Dodge/Block/Defense roll, as the set will always match the minimum height needed to Gobble a headshot.

Do you all think this would throw combat balance off? Should I just go for Reign's rules where you can't make a called shot if you have expert or master dice? I've personally never liked that concession because it feels like its glossing over a weakness in the ORE system rather than really fixing it.
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Bumping with a question: I've not played A Dirty World yet but the write-up on DrivethruRPG says that it uses a ORE that's "optimized for noir". What exactly does that mean? Is that just marketing or does the game do something genuinely unique with the system?
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>>43843102
So, if I had for those actions a Pool of 20, I'd first substract the pen (12d) form that and roll the remaining (8d)?
Neato.

Also, whats the difference between Wild Talents Essential Edition and 2nd edition?

>>43845254
There's the ORE toolkit, which is somewhat like that. But I think it's more for building ones own ORE game and not to be used as is. But I don't know, maybe you can use it as is.
https://img.4plebs.org/boards/tg/image/1401/25/1401252784488.pdf heres the thing.

>>43845963
Why do people bash on 1d4chan lately. Like I have not seen so much hate for it in my time on /tg/ as I have in the last 1 or 2 months
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>>43853998
do you trust anons to objective?

cause I sure don't
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>>43854658
Because of the 1d4chan thing? No of course not. But I'm wondering why it's getting so much hate LATELY. Like I've seldeom heard people complain about it in the past
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>>43845937
>The suns don't set, they dim. The continents have the shape of a sleeping naked man and woman. If you kill someone his spirit will haunt you, so executions are conducted by exposure and starvation. Riding astride is bad for virility, and men ride side-saddle. All magic is tied to a craft or art.
R E A D I N G
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>>43853998
>Why do people bash on 1d4chan lately.
I have no idea, it's been puzzling me whenever I see this kind of comment pop up.
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ORE is weird. It feels like they wanted to try to make it different for the sake of being different. Matching numbers games are gimicky as fuck.
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>>43854892
>Matching numbers games are gimicky as fuck.
Yeah, because having pairs or more in dice pools and having games about that is just so weird and different.

You've lived a very sheltered life, haven't you?
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>>43853998
>Why do people bash on 1d4chan lately.
It's the TVTropes or KnowYourMeme of /tg/. A thread started with a link to it, and it seems people didn't like what became of it.
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>>43854892
The only reason it feels gimmicky is because you're used to different dice mechanics. If matching number games were the rule you'd think rolling under a stat with a d100 or rolling a die and adding a modifier was gimmicky.
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>>43851854
I think arranging hit locations based on how easy they are to defend is a nice idea, but I think it stops making sense with hard dice. I've never been too fond of how hard dice interact with hit locations in the first place. What I would do is work on creating a different way to represent powers that can't be dialed back.

In regards to Reign, I thought the limit on Expert and Master dice was because it was a lower power setting.

I have a question regarding multiple actions. When you have special dice, can you only use the special dice of the smaller pool? If my running pool is smaller and my shooting pool has a master die, can I use the master die when I run and shoot at the same time? I'm asking this question because I'm wondering how okay it would be to allow creating master dice by burning 7d for an action the same way you can use called shots to create expert dice by burning 1d. If special dice can't be transferred to the smaller pool during multiple actions, there would be no downside to forgoing special dice all together and just creating whenever they're needed.
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>>43856619

Regarding multiple actions, you use the smaller pool, and that's it. You can't move your special dice from your larger pool to the smaller one and use them. If you have two pools, and one is 7+ED and the other is 5, you're using 5 (and then dropping a die).

If the smaller pool happens to have a special dice in it anyway, though, you can use that (assuming you have a martial technique or something that circumvents you having to drop a die for a multiple action).
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Is Spray only for multiple of the same action, or does it allow for mixing actions too?
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Also, am I missing something or is getting extra dice from spray cheaper than buying more dice for a power?
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Can people with high Command resurrect the dead by yelling at them?
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>>43830601
Attacking twice
IN THE SAME TURN!
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>>43855494
It's very telling that you compared matching numbers to a d100 system...
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>>43861775
Anything above 5d is superhuman, so 10d would be literally godlike. So its feasible.
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>>43853005
The stats are moral dimensions with two mutually exclusive extremes. Skills order under those. search the charsheet, it's pretty obvious from there.
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I just realized that there is still a little weirdness in how defenses work even if you change the the hit locations to be ordered from easiest to hardest to defend: there's a difference in difficulty between defending the right and left limbs.

One limb is going to have higher numbers than the other, which makes it harder to defend. At the very least, the odds should go on one are and evens on the other to mitigate this a bit.
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>>43866171
*should go on one arm
So 4/6 on left, 3/5 on right.
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>>43866171

At that point I think you're giving up ease of use for granularity. The mechanical impact is minimal, and it's easier for players to remember 3-4,5-6, than to bring evens and odds into it.

I don't think it's a *bad* thing to house-rule, but I wouldn't do it.
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What are the most unique potentials of ORE? Multiple actions and active defense?
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Does any ORE variant use rules like this for Spray:
-Spray value is how many extra actions you can take. (Spray value sometimes scales with other factors.)
-Performing multiple of the Spray action carries no penalty, but adding other actions into the mix does.
-Each action beyond the first adds 1d to your pool.
-Before rolling, you must choose a number of dice in your pool equal to the bonus from Spray. These dice cannot form sets for anything but the Spray ability.

The rules for guns in Wild Talents seem unwieldy and this consolidates the "multiple shots" action into Spray.
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>>43866451
For me it's resolving attacks in a single roll. Initiative, speed, damage, aim, it's all handled instantly and without needing to do any kid of significant math.
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Restating my Question from before:

>>43853998
>Also, whats the difference between Wild Talents Essential Edition and 2nd edition?
I've got the essential, am I missing much by not getting 2nd Ed?
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>>43869182
Pretty much. 2nd Ed has the default setting for Wild Talents included as well as a guide for creating your own setting.
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>>43869985
Thanks, I already downloaded 2e out of curiosity. But good to know. However as Setting I would have Progenitor at hand. I think I my Wild Talents stuff in a bundleofholding once
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>>43861861
>It's very telling that you compared matching numbers to a d100 system...
Probably no point even replying this long after the post was made, but is it also telling that I compared matching numbers to "roll die, add a modifier" systems like DnD, and exactly what does it tell?
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