this post was submitted on 26 Jul 2023
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That's pretty cool. The only thing that would make me a little more comfortable is some guidance on how to set the DCs for some example actions.
There are no DCs. Each player chooses a number between 2 and 5 to represent their characters' aptitudes. High means they're better at Lasers "(technology; science; cold rationality; calm, precise action)", and low means they're better at Feelings "(intuition; diplomacy; seduction; wild, passionate action)". The GM only needs to decide which of those two any action is (they need to roll under their number to succeed at Lasers, and over their number to succeed at Feelings), and also whether the character is prepared (based on the situation), or an expert at the subject (based on their characters' chosen expertise), and for each one they get an extra die. The target number is always the player characters' own chosen number.
My favorite little twist is that rolling your number results in "laser feelings", which instructs the DM to reveal something important to the PC.
It's basically a narrative shove forward every time it happens and keeps the game fast and fresh.