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Same idea, different game. I'd considered dicelessness for APOCALYPSE FRAME first, actually, but decided it wasn't worth putting it in the core game because I wanted it to come out ever. The big reason I'd do it is that rolling dice actually does slow things down quite a bit and for the most part players usually just reroll with Tension in combat so it's not like consequences come up that much unless folks are using low-die Armaments with low Tension or rolling low Attributes for some reason.
It's more likely folks have this game but again, odds are you're not wildly familiar, so here's the rundown of random/non-random elements.
I looked at NOVA Tactics for this one and tweaked it slightly by stealing the BOB idea of strong (spend 1 token)/neutral (no spend)/weak (gain 1 token) moves.
For each Approach, you gain a number of Tokens for it equal to the value. (Approaches are always 3/2/1, so this is 6 tokens.)
Anything that says "use an Approach" from here on means to make the above choice.
Obviously number of dice isn't a relevant thing anymore, so we have to replace it with something so I don't have to rebalance everything.
The Attack action is changed to just succeed. However, scratch out "dice" and replace it with "tokens" in every Armament entry: you must spend a token from it to use the Attack action. You can use an Approach to reset an Armament's Tokens to its max value.
There are bunch of tags and a few systems that add or subtract dice which don't make sense anymore. The majority can just be swapped to +1/-1 Harm with no frills as a MVP - that's basically what enemies do already and it's fine - but for greater diversity in tags I'd probably want to swap a few to do other things (like interact with those Tokens). A few do need more substantial changes:
Re: Builds, most of them are fine. I think the main one we have to tweak is MX-BEACON, which, in addition to regaining 1 Vigor rolls a die and checks against current Tension to determine what it does. Change that rolling behavior to:
so it becomes more about maintaining an exact equilibrium at half tension if you want to maximize your Build's results. It's not exactly the same vibe but like, it's something.
By default we just say that drops are distributed evenly: for every 3 enemies defeated, gain 1 Material Drop, 1 Tension Drop, and 1 Vigor Drop. If there's a non-multiple-of-3, players pick where the other 1 or 2 Drops go (but if there's 2, it can't be both Drops to the same thing).
Before assigning drops, each player can choose to use an Approach or remove 2 of one kind of Drop to add a Drop of their choice.
I think the approach to Shields looks like "halve all instances, but each Shield blocks one attack without Piercing". Keeps it short and simple. A few things that add like one Shield probably need tweaking but that's fine. Players can use an Approach to circumvent all enemy Shields for one attack.
I think these come down to "the worse thing happens by default unless players use an Approach". For example:
And that covers everything, I think! None of this shit is playtested AT ALL so I'm sure it needs tweaking but at a high level it seems functional.
Buuuuuttttt...in mocking these out, I'm wondering if this is overall a great idea. Dicelessness in general for tactics, that is. The thing with extremely repeatable outcomes is that you can set up extremely repeatable combos and it becomes extremely optimal to do that. While that can be cool, I'm wondering the degree to which this leads to more intense quarterbacking - when 1-2 people basically tell everyone else what to do with their turn. It's not a big deal when a scenario are intentionally, extremely PC-skewed but as soon as Shit Gets Real it can start to kick in hard because players start to care about outcomes. You start to get into situations where when everything is extremely resource-based, personal resources are team resources, so there's optimal and suboptimal ways to handle things.
I don't know. Is this even a problem actually? Maybe this is fine. It's not like dice-oriented design prevented that either, you know? Can anything? Is this even a solvable problem (if it is one)?
That's gotta be another post and not this one, we're out of scope.
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