A diceless variant


I had a crazy idea for a diceless variant that would turn the accumulation of Heat, Trauma or Glitch into a choice. But it would make it even more difficult (at least I think) to allow for "ttactical" action sequences.

 Let me explain:

 At the moment the Difficulty of an action depends on the current number of Scene , you roll 3 dice plus the advantage / disadvantage dice and count the degrees of success and failure that generate Heat (with which the MCP creates obstacles), Glitch (which freaks you out), Trauma (which sends you to the cemetery).  If the main action of the Scene fails, the mission accumulates setbacks.  

Accumulate too many setbacks and the mission fails.

 It is the MCP (the GM) who decides how to spend the degrees of failure.

 Now, let's take away the dice: every applicable skill, ability, drug, implant, piece of gear generates a level of success.

 You can accumulate more by taking Trauma, Glitch and / or Heat.

 A Scene generates degrees of failure equal to its number.

 With your success levels you can:

 Buy away degrees of failure

 Buy the success of the action

 Buy extras (credits, info ....)

Any remaining degree of failure now takes its toll.

 Which would be very cool but the disappearance of  randomness would make fights awkward and less tense.  I think randomness adds pathos to combat and chase scenes, and I would not want to keep two systems. (Well I could make combat 1d6+success levels versus 1d6+Scene number...)

 Furthermore, succeeding in an action in Scene 7 without any help means necessarily having the skill, being good in the required ability, doped, having the right gear, the right implants and massacring yourself for three points between Heat, Glitch and Trauma .... 

I have  a lot to think about.

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(Oh and I would have to find a way to make Transhuman Insight work with a diceless system)