One thing that is occurring to me is that the chance of failure is pretty high. I'm thinking it might be better if it were slightly easier to pass the flip tests. Especially if you spend points.
True the odds of failure are high, and I am hoping to mitigate that factor with the use of a more in-depth creation system that will allow for bonuses from "skills" to help deal with specific actions, also if the "Degrees of Success" are tweaked with the more minor complications moving further down the line from the "Perfect Result"; currently scoring 2H & 1T is a success but with a complication, if this is changed to a non-complication result it improves the chances of success, also the bid points should have more impact. . . which currently they have little.(which is a surprise cause I thought they would have a large impact)
The "tSV" play-test is showing me that the bids need more weight . . . as in the current setup they do little to offset the complications/success rate. (Part of it is also I feel my idea of complications is a little out of step, with what others may see as minor, severe, etc.)
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)
One possible change to fix the problem is to turn the flip from success (H) & Failure (T) to numbered values. Maybe H=+1 T=-1 and then the value of the points bid can more directly impact if the action is a success. In this variation success would be determined if the end result of the flip is positive or negative.
Example Taken from Current "the Silent Void" play-test. Current system: Alex: Bid 3 MAP on terminating the outside link and rebooting the shuttle. Result: 1H + 2T + 3 MAP = Success (Severe Complication) Alex is able to reboot the system, but as he starts to re-install operation root commands the environmental control system gets deleted.
Revised System Suggestion: (H=+1 / T=-1) Alex: Bid 3 MAP on terminating the outside link and rebooting the shuttle. Result: 1H + 2T + 3 MAP = +1 + (-2) + 3 = +2 Check ends in positive Number so action is a success. The shuttle reboots without further issue allowing Alex access to the systems.
I'm still scratching my head and if anyone can see a less weighted solution on either end I would love to hear it.
My other though is to have Head Results =0 and Tail Results = -1, which means the points bid have the full weight in making a result positive, over a hopefully luck flip.
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)
Jotting down notes I think going with Heads = 0 & Tails = -1
So taking the example from the play test (again) and using if the result comes out as a positive number as a sucess . . .
Alex: Bid 3 MAP on terminating the outside link and rebooting the shuttle. Result: 1H + 2T + 3 MAP = 0 + (-2) + 3 = 1 Check ends in positive Number so action is a success. The shuttle reboots without further issue allowing Alex access to the systems.
This method will give serious weight to the bid points and still give a degree of success with a narrow range of negative number result = Failure 0 = Stalemate; retry action. a positive number result = Success
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)