Hi folks, we likely all know the issues with advantage and success competing with each other by being on the same dice. This of course results in success with disadvantage being the most common outcome and succeeding with multiple advantages exceedingly rare.
(For anyone that care, you can read here: https://illuminatinggames.wordpress.com/2014/09/19/star-wars-age-of-rebellion-a-deep-dive-on-dice-probabilities/)
Anyway, that is not what this topic is about. I wanted to discuss the idea of rolling the dice pool twice, the first time, only counting the success and failures (and Triumph and Despair). The second time, counting only the advantage and disadvantage. I've been playing in and GMing a couple of games where we have done this and I can't help but think that it generates results closer to what the developers intended. Your amount of advantage or disadvantage is not tied to whether you are successful or not.
The effects of this that I have noticed so far are:
- The dice are less predictable in their results, all four combinations of results turn up more often, not just success+threat and failure+advantage
- The predictability of the dice is based on the difficulty of the maneuver. If you are doing something very easy, you will likely get success+advantage.
- Relating to the above, easy things tend to end well, harder things tend to end poorly
- Players uncomfortable with the degree or narrative randomness coming into the game appreciated the more foreseeable results
- A lot more advantage is spent on doing interesting things, not just waiting for triumphs.
- Weapon properties are used more often (yes this makes autofire come up more often), which differentiates abilities more
- As we all use a dice app, it does not slow down play
Has anybody else tried this? What did you think? Did you keep doing it or go back to the original design?