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Joined 1 year ago
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Cake day: March 10th, 2025

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  • I’m bad at parrying bit would like to become a bit better at it too improve as a gamer. However, there’s a resource issue that I often see in games (especially f/tps, not talking about fighting games): both dodge and parry usually cost something like stamina consumption. The only way to regain stamina while defending is actually to avoid hits by good placement but without dodging / dashing. It’s slower, more difficult but really satisfying because you have enough stamina to deal great damage at any time. It is usually my way of handling combats.










    1. Wow, that’s way easier than I was imagining. So, the GM uses core position and effect notions to play around player intention. Thanks!
    2. Hmm, even if it’s not RAW, your approach still sounds very reasonable. A bad roll means something bad happens and therefore leads to stress. A good roll means everything works good and therefore no stress.
    3. “Fail forward” is a phrase I easily forget as a non-native English speaker but this is such a meaningful concept. It is also one ofe the core notions in Fate that I played quite a lot and I am kinda embarassed to have forgot it.

    Great insights, thank you a lot!



  • I agree, feels a lot like Fate. Well, the no-stats approach using different dice is interesting and worth to be noted. I’d try it on a few random scenes just to test it and to see what question would emerge. But yeah, I already foresee quite a few.

    I also like the galton-board stress approach. I used a similar thing in my latest game. It’s not necessarily better than any other system but it’s a bit of fresh air and a pretty little mechanic which is rarely (never?) used.