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Does this paragraph read clearly to you?

Started by vgunn, June 29, 2012, 04:37:45 PM

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vgunn

How does this look? Trying to make this as clear and concise as I can.

Whenever your character attempts to overcome a foe or peril and the outcome is not certain, you’ll need to roll dice to see if you succeed. If you try something which is related to your trade you get a die [1D]. Add another die for each tool and trademark you can use. If your die pool doesn’t seem like it’s enough, you can tap your threat score on a one point for one die basis. Any of your companions can also tag one of their tools or trademarks to give you a dice of their own. Keep in mind, however, that you cannot roll more than six dice at a time. This is known as the ‘rule of six’. Finally, roll all the dice in your pool. Keep the highest die, unless the highest numbers are multiples—in which you keep two and add them together. Additional highest multiples can be used to refresh your threat score, remove a trouble, or add a triumph to a successful result. If your roll is equal to, or higher than, the opposing score then you have triumphed.
 

Ghost Whistler

#1
"If  your character attempts an action that has an uncertain outcome, you’ll need to roll dice. If you try something which is related to your trade you get a die [1D]. Add another for each tool and trademark you can use.
If your die pool isn't enough, you can tap your threat score for one extra die per point. Companions may also tag one of their tools or trademarks to give you a dice; however, you can roll no more than six dice at once. This is the ‘rule of six’.
Finally, roll all your pool: keep the highest die. If the highest numbers are doubles you may keep and add them together. Additional multiples that match the highest result can refresh your threat score, remove a trouble, or add a triumph to a successful result.
If your result is equal to, or higher than, the opposing score you have triumphed."

paragraphs deliberately added. That's what i'd do.
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

vgunn

Quote from: Ghost Whistler;554753"If  your character attempts an action that has an uncertain outcome, you'll need to roll dice. If you try something which is related to your trade you get a die [1D]. Add another for each tool and trademark you can use.
If your die pool isn't enough, you can tap your threat score for one extra die per point. Companions may also tag one of their tools or trademarks to give you a dice; however, you can roll no more than six dice at once. This is the 'rule of six'.
Finally, roll all your pool: keep the highest die. If the highest numbers are doubles you may keep and add them together. Additional multiples that match the highest result can refresh your threat score, remove a trouble, or add a triumph to a successful result.
If your result is equal to, or higher than, the opposing score you have triumphed."

paragraphs deliberately added. That's what i'd do.

Thanks for the suggestion!
 

Benoist

Too complicated. Too much info at once. I quit reading just before the last sentence.

Break it down in paragraphs and shorter sentences. Add examples. Don't make it feel so dry and technical.

That's my advice.

vgunn

Quote from: Benoist;554902Too complicated. Too much info at once. I quit reading just before the last sentence.

Break it down in paragraphs and shorter sentences. Add examples. Don't make it feel so dry and technical.

That's my advice.

And it's good!
 

Drohem

Quote from: vgunn;554748How does this look? Trying to make this as clear and concise as I can.

Whenever your character attempts to overcome a foe or peril and the outcome is not certain, you'll need to roll dice to see if you succeed. If you try something which is related to your trade you get a die [1D]. Add another die for each tool and trademark you can use. If your die pool doesn't seem like it's enough, you can tap your threat score on a one point for one die basis. Any of your companions can also tag one of their tools or trademarks to give you a dice of their own. Keep in mind, however, that you cannot roll more than six dice at a time. This is known as the 'rule of six'. Finally, roll all the dice in your pool. Keep the highest die, unless the highest numbers are multiples—in which you keep two and add them together. Additional highest multiples can be used to refresh your threat score, remove a trouble, or add a triumph to a successful result. If your roll is equal to, or higher than, the opposing score then you have triumphed.

For me, everything is fine up to the bolded part.  Does this mean triples rolled in a given dice pool?  For example, the dice pool is 5 dice and the rolls are: 4, 4, 4, 1, and 3.

vgunn

Quote from: Drohem;555061For me, everything is fine up to the bolded part.  Does this mean triples rolled in a given dice pool?  For example, the dice pool is 5 dice and the rolls are: 4, 4, 4, 1, and 3.

Yes keep a pair of 4s and total them [8]. The other 4 is put aside and used as an extra success.