add table.txt Add to Table Afflictions Experience go from 1-20 -> 1d6 then 1d6 procedural system problems/changes No real gain to procedural scenes: Add experience system on some draws (reguardless of success) No Formalize cost of procedural loss: Extend critical failures with afflictions Action classifications seem point less: Make it clearer what the impact of strong/weak Actions is Procedural scenes don't always offer a choice: Add extra weak token w/ slightly different rules PvP system is very different from PvE system Make them fundamentally more similar. Make PvE PvP vs GM Token: -1..1 Action: 0..2 Experience: 0..1 Total -1..4 Experience points give +1 Attempt on a related check Tokens: S: +1 Attempt M: 0 W1: -1 most successful attempt W2: +1 difficulty class d20: 20 Strong+ 19 Strong 16 Middling 11 Weak 6 Weak- Divisible by 3 means Affliction(on Failure) Divisible by 4 means Experience(Always) Head to Head high roll wins, ties goto next highest roll Head to Head difficulty class increase halfs distance from best roll 2d6: 12 Strong+ 11 Strong 9 Middling 7 Weak 5 Weak- Divisible by 3 means Affliction(on Failure) Divisible by 4 means Experience(Always) Head to Head high roll wins, ties goto next highest roll Head to Head difficulty class increase halfs distance from best roll Cards: High Card/War Poker Hands 21/bacarat Match/Go Fish Card attributes: Color Suit Value Number vs Face Diff Chance of success (first draw) Weak 0.490196078431373 Color Middling 0.235294117647059 Suit Strong 0.058823529411765 Value