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aeonshift [2025/10/05 18:11] – [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 3d10 and adding modifiers from one //or more// characters.  There are five grades of success or failure, and the result ranges for such are on odd boundaries 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 modifiers, with 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.1759687861.txt.gz · Last modified: by tailkinker