Yeah, that’s very true, Lucky Breaks are crucial. Come to think of it, perhaps it’s even a
good thing the “boring chase” drags out a bit, since that incentivises players to adapt/respond. Even wiping due to a bad roll might be a fun opportunity for storytelling.
I’m used to tracking pesky details like FP or fuel, so I kinda started thinking in that end (“how long
could the chase go on?”).
Having a fix goal is a good bit of advice, though. It could even be more conditional (“after X rounds, {# in quarry group} - {# in pursuer group} escape”, etc).
Quote:
Originally Posted by ericthered
I ran a set of simulations to test this out. [...]
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Great, thanks for the stats!