Hi!

Hi!

Maxime Lacoste and myself started a coop Ironsworn game (only 2 sessions in though).

We discussed about how often we rolled failures and how little Strong Hits we had during the game. In comparison, in most pbta games (I know Ironsworn isn't technically a pbta game but bear with me), with a +1 you have 72% success probability (45% of weak hit, 28% strong hit).

We were wondering if we should approach the game a bit like Fate were you really need to stack up on Momentum or are we just really unlucky lol.

What's your experience with this?

Comments

  1. This table shows the odds of Ironsworn dice
    plus.google.com - Photo - Google+

    So rolling with only a +1 in Ironsworn only results in 55% of a hit. Each +1 you add to roll is around 10% greater chance of strong hit or hit overall.

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  2. A few things to go over here. First of all, mathematically, you will find that Ironsworn's results skew a bit "tougher" than PbtA. It varies a bit by the stat, but generally the math curve is longer and shallower, and strong hits are tougher to come by. A 0 stat is nearly the same as PbtA's weak stat (-1), but you don't have the rapid increase from there to a sure-hit like you have with PbtA. The math settles into weak hit all the way across the stats.

    Why is this? A few reasons.

    1) You are encouraged to build and burn momentum in order to improve your chance at a strong hit. Momentum, in short, helps compensate for your lower overall odds.

    2) To that point, there is some gaminess inherent in Ironsworn that encourages you to use your assets and momentum wisely, to get adds and build momentum.

    3) There are more mechanical bonuses in the assets than you'll find with PbtA playbooks (which are usually more focused on narrative permission).

    4) It is meant to feel challenging and dire. This is partly to support the tone of the setting, partly to "put the screws on" GM-less play, and partly to encourage dramatic stories and perilous quests. Also, it just makes rolling a strong hit more exciting.

    If you find it a bit frustrating, there's a solution! You can just us an alternate stat array, like the one provided in Lodestar. The nice thing about the 2d10 vs d6 mechanic is that allows for a higher spread of stats, without shifting things so firmly in the player's favor as to be boring.

    I've also, funnily enough, had a couple of complaints that the game felt too easy. I'm pretty sure those folks were crazy.

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  3. I have used slightly elevated stats, to give a bit more of a heroic feel, but still threatening on the big scenes

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  4. I like to think of it as a choice when you're given the option on Face Danger and Secure an advantage. How would your +3 iron character handle the situation? Probably not with stealth or deception if they only have a 1 in that stat.

    I think of the the moves less as 'saving throws' and more like thinking creatively to engage your characters strengths.

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  5. I've played a couple of sessions now and yes it's challenging but that makes it more fun. Have a look at the example session in the rules book to see how the character builds up some momentum before getting involved in dangerous combat. I think the difficulty level is great because it means the player has to play in a smart way, it increases tension and drama and finally it means there's room for character growth and development.

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  6. We just had our very first game yesterday (two players, one GM (me)) and to me it seemed like they had it rather easy. We’re using the standard 3,2,2,1,1 array and it seemed like both my players managed to scrape a nice amount of momentum together while still rolling mostly weak hits when it mattered.
    One player did remark that he seemed to roll fairly well that evening but he’s probably just trying to avoid me turning up the pressure ;)

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  7. Playing alone is much tougher than in party, simply due to being able to build the momentum while someone else is taking the spotlight. Or someone else Aiding an Ally you back into positive momentum. And with mtiple characters you will have more assets at your disposal, so there is greater situation coverage in which you get adds and +x momentum.

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