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aeonshift [2024/11/06 19:41] – [System Complexity] tailkinkeraeonshift [2025/10/05 18:12] (current) – [System Complexity] tailkinker
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 ===== System Complexity ===== ===== System Complexity =====
  
-A lot of this system is complex.  //Very// complex.  Resolution of any skill check is made by rolling 3d34---a die that you won't find in the real worldthat's for sure.  Five grades of success or failure, and the result ranges for such are on odd boundaries and move frequently You might look at this level of complexity and be tempted to nope right out of the game. +The \[AE]on Shift system is complex---deliberately soEvery skill check is resolved by rolling 3d10 and adding relevant modifierswith outcomes falling into five grades of success or failure along irregular thresholdsAt first glanceit may seem daunting.
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-But don't be dismayed!  Much of this complexity is "under the hood"handled by computers.  \[AE]on Shift was designed from the ground up to let a virtual tabletop---particularly Foundry VTT---handle all the complex math.+
  
 +But fear not---this complexity lives entirely under the hood. Designed from the start for digital play, \[AE]on Shift lets the virtual tabletop (especially Foundry VTT) manage the math, probability curves, and condition tracking. Players can focus entirely on story, strategy, and the drama of their characters’ choices.
aeonshift.1730922078.txt.gz · Last modified: by tailkinker