Here's what I think I'd like to see in this system:
- Rolls should be for doing something extraordinary or in a contest most of the time. You do not need to roll dice to tie your shoelaces but you would trying to open a lock while not being noticed or trying to arm wrestle someone.
- Bonuses and penalties to rolls should not be dictated by the gameplay stats (since some stats are basically mandatory, 99% of players being able to be good at "Skill" checks wouldn't be particularly interesting).
- Encouragement for players to take penalties. (Such as getting more points to allocate if they take penalties, like a D&D point system when assigning stats.)
- Discouragement for players to only use their "best stat" in a situation all the time. (Maybe like a "stale move" penalty where if you keep using the same kind of check, it gets a -1 for each subsequent use in a row for the rest of the encounter.)
- Some kind of common ground rules so contests don't go on forever by default. For low stakes situations, it'd probably just a matter of one and done anyway. For prolonged encounters like a fight, maybe you'd want to consider things like: a "three strikes" rule where if you get three successes, you "win" the encounter and have the situation go your way (as long as it's reasonable). Or a "turn limit" in case the dice decide to be spiteful.
- The idea of actions, reactions and turns (for prolonged contests). 1 Action & 1 Reaction = 1 Turn. For example, in a barfight: I swing a punch (Action) and you try to duck it (Reaction) and either do so or get bopped based on the result, that's the end of the turn. It is then your turn, you then throw a bottle at me (Action) and I try to block it with a nearby table (Reaction).
- Rolls should be for doing something extraordinary or in a contest most of the time. You do not need to roll dice to tie your shoelaces but you would trying to open a lock while not being noticed or trying to arm wrestle someone.
- Bonuses and penalties to rolls should not be dictated by the gameplay stats (since some stats are basically mandatory, 99% of players being able to be good at "Skill" checks wouldn't be particularly interesting).
- Encouragement for players to take penalties. (Such as getting more points to allocate if they take penalties, like a D&D point system when assigning stats.)
- Discouragement for players to only use their "best stat" in a situation all the time. (Maybe like a "stale move" penalty where if you keep using the same kind of check, it gets a -1 for each subsequent use in a row for the rest of the encounter.)
- Some kind of common ground rules so contests don't go on forever by default. For low stakes situations, it'd probably just a matter of one and done anyway. For prolonged encounters like a fight, maybe you'd want to consider things like: a "three strikes" rule where if you get three successes, you "win" the encounter and have the situation go your way (as long as it's reasonable). Or a "turn limit" in case the dice decide to be spiteful.
- The idea of actions, reactions and turns (for prolonged contests). 1 Action & 1 Reaction = 1 Turn. For example, in a barfight: I swing a punch (Action) and you try to duck it (Reaction) and either do so or get bopped based on the result, that's the end of the turn. It is then your turn, you then throw a bottle at me (Action) and I try to block it with a nearby table (Reaction).
![[Image: 95e2774f19.png]](http://puu.sh/gWUIp/95e2774f19.png)