I love the idea that certain tasks take Effort to accomplish. It makes sense that you keep banging on it until it’s done, just like HP on a monster. However, I’m having some issues creating bright lines between them, and could use a hand working through the concepts.
My first ICRPG game, where I ran Doomvault, I made the mistake of “climbing down the cliffs” being an effort-based challenge. Scaling a wall does sound like it should be a damage-over-time (effort-over-time) kind of thing, but in hindsight, it would have been much better as a binary.
“Joe climbs down freehand on a Hard DC and anchors the rope near the entrance for you, so you can zipline your way down. Make an Easy check to hold on and coast your way to Joe.”
Sounds better, and it’s mechanically better.
Later, in a section my players never got to, there’s an Effort-based translation to break the force barrier before heading down the stairs. And I think it’s a good example of where even something that makes sense for effort… also doesn’t… when you see the same application in Red Sword where hacking a door’s keypad is an Effort challenge.
Why would you have to keep rolling for success and then Effort each turn? You’ve succeeded on cracking the lock, it’s just going to take to open it.
The reason I can see is because it gives the player a thing to do on their turn and feel actively engaged in the game. That’s cool, but it doesn’t make sense. What happens when he’s the only guy who put any points into INT and if he fails, that is literally a dead turn where, say, lake monsters advance on the rest of the party, chipping away at precious resources? It still creates a sort of binary that Effort is supposed to cure, right?
Then follow that up with hacking the door. “You beat the firewall, roll Effort.” The player, of course, throws a 1. Next turn he has to try again. How many times can you firewall him when he’s failing or throwing minimal effort because the dice hate him (as dice are wont to do sometimes)? It stretches believability in that case.
It cuts the other way, though, if you remove the failure mechanic. “Roll for Effort. You know the language, and translating the book is just a matter of seconds. Keep working those vowels, and remember to conjugate to past perfect!” removes the player from taking any substantive action. They stand there and advance the timer. Makes sense, but it’s not cool.
In a sci-fi setting you can do that. “You locked your sequencer in and it’s bypassing the combination. You just have to wait for it to finish.” It wouldn’t translate to Alfheim, where the tech doesn’t exist, meaning I can’t use that for system-wide implementation.
Could a success on an Attempt just turn into an Effort timer? Would that be meaningful to players?
Binary skill checks suck because they don’t increase drama or make failure interesting. They just stop the game. I’m having the hardest time shifting my thinking over to this new (for me) mechanic and understanding how to use it in a way that makes sense to beat the problem it’s designed to beat.
I’m a little tired at this hour and a little rambly, forgive me if I’m not fully coherent, and let me know if you don’t get what I’m getting at.