[GZG] Gzg-l Digest, Vol 39, Issue 13

1 posts ยท Nov 21 2010

From: John Atkinson <johnmatkinson@y...>

Date: Sun, 21 Nov 2010 08:04:29 +0430

Subject: Re: [GZG] Gzg-l Digest, Vol 39, Issue 13

On Sun, Nov 21, 2010 at 7:50 AM,  <gzg-l-request@mail.csua.berkeley.edu>
wrote:

> I think this is getting way too fiddly. SG2 is a game where the

What he said, plus:

Granularity. There's only so many die shifts you can do in the system. It
handles well "good, better, worse" pretty well. Anything more precise than
that is creeping in the realms of far more complicated games with thicker rule
books and percentile dice.