Scale
Scale
I have noticed in play that scale tends to slow things down, lead to lots of back and forth, or lots of behavior I don't particularly enjoy (analysis paralysis and retconning). The following is a modification to the scale system to try to reduce that. Specifically:
-The decision point is removed, so you do not decide between a +1 or +2 shifts if you succeed. Instead, scale has a specific impact on outcomes that. -The number of steps of difference between scale are eliminated. Either one side has scale advantage or not.
Scale Advantage
Overcome
Succeed- You succeed and gain a boost.
Succeed with Style- You succeed and create an aspect with a free invoke on it.
Fail- You can accomplish your goal at a cost or you fail.
Tie- You succeed.
Attack Action
See combat section.
Create Advantage
Succeed- You get two free compels on your aspect or you can create up to two aspects.
Succeed with Style- You get three free compels on the aspect you create or can create up to three aspects.
Fail- You gain a boost.
Tie- You create the aspect with a single free compel.
Defend
Succeed and Succeed with Style- You are unaffected by the consequences and gain a boost.
Fail- You suffer the consequences based on the number of shifts.
Tie- You are unaffected by the consequences.