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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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JeffersonWilson
Jefferson

Wed

Aug 3
2005

22:35



Wikify

[Cel] Fudge Points

Andrew Janssen wrote:
> Jefferson wrote:
>> Andrew Janssen wrote:
>>
>>>I would go one step further and suggest a rule that the maximum number 
>>>of fudge points for a single action be 4, with 8 being the total maximum 
>>>per turn.
>>
>>Now this I _really_ object to.  It says, "we're stacking the deck to 
>>support people who know the game better."  If this rule had been in effect 
>>I would have never joined.
>>
>>I wouldn't mind doing away with fudge points altogether, but restricting 
>>_how they're spent_ is cliquish in the extreme.
> 
> I don't understand your objection, Jeff. I had thought that there wasn't 
> really much point in spending more than 4 points on an action, but 
> perhaps I'm confused about the way fudge points work. (It might be that 
> it makes the most sense to spend them in multiples of 4 . . .)

0 fudge points gives a die result of: - 0 +
1 fudge point gives a die result of: 0 +
2 fudge points gives a die result of: +

It makes most sense to spend them multiples of 2, and while the average 
gain for each set of 2 increases up to 8 points the 8 to 10 gain is less 
than the 6 to 8 gain.

> As for the 8 fp/turn limit, I think it's a question of game 
> balancing--in fact, the 4 fp/action limit is also a game balance 
> question.

So, what's that question?  I don't see it.

> How easy do we want to make it to achieve successes of Suberb 
> (+3), Legendary (+4) or more?

Those aren't the successes.  From the rules:

  +7    Mythic success          cool...
+6,+5  Extraordinary success   special/permanent effects possible
+4,+3  Superior success        +2 increase possible
+2,+1  Complete success        +1 to one or two determinants
0      Marginal result         none, or balanced modifiers

So, a quad action (+2), with 8 fudge points (+4) begins with +6 successes 
at a horrendous cost in resources, and the chance of a +7 or greater is 
limited (less than 1 in 3 IIRC).

Are you saying that the possibility of Mythic successes should be removed 
altogether?  Then why not just change the success table?

> I disagree that limiting fudge point expenditures per turn would favor 
> low participation. I certainly wouldn't reduce my contributions, anyway.

It doesn't favor low participation, it discourages high participation 
(because people don't get anything from it).  Since I think we want to 
encourage people who want a high degree of participation to join it doesn't 
make sense to put anything in the rules that looks like a block to their 
participation.  That's the first thing an outsider would perceive about 
this rule, whether it's true or not, particularly since no reasons were 
given for the restriction.

> My opinion on this might also relate to the way I tend to spend fudge 
> points: only one or two per action per turn--although I've spent 8 this 
> turn. From what I've seen, you tend store up your fp's, and then spend 
> them all at once, but that's just my impression.

Yes.  When I spend points I average about 6 an action, and there are two 
circumstances where I spend them.  If I want the best success possible on 
an action I spend 8 points.  If I want for action to succeed I spend enough 
to bring the average successes up to +1.  (I've never spent 10 points, but 
if faced with Single Epic action I might do so.)

I don't see why my style of play should be discouraged.

-- 
Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/


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