>>96769077
>>96769148
So my idea is a success based dice resolution for everything. Combat is resolved via opposed dice pool rolls and combat-related features will most likely be revolving around messing with dice pool size, target difficulty, etc. When I start thinking about the implications for everything else like skill resolution, how much character progression there will be, how gear will affect things, how to avoid the game being about tracking debuffs and buffs my mind kind of wanders too much into all directions and I was wondering if there's a more structured ground up approach that would be good for it.