GeniusCodeMonkey wrote:There are cards that can be played on anyone, Action etc.
Er, I thought that Action can only be played on yourself, much like Adrenaline and Willpower. Have I been running this incorrectly? Wouldn’t be the first time.
No I reckon you're right mate. Action specifies "Add +3 to the total of your
test." So it seems fairly clear cut IMHO.
Having looked through the regular Destiny deck, the only card which specifies that it can be played on another player's tests is Supporter
's wording is ambiguous, "Play after a die roll of 60+...", so I lean towards letting any player use it when one of my players makes the roll, but I could see other GMs insisting that it has to be played by the player who made the roll.
The only other option, I can see, for aiding another player's tests without a swap is Leadership
, which could be used to feed the acting player useful cards after their roll. *shrug*
As for the OP’s concern about difficulty, I’ll admit it can be difficult to gauge the challenge level. Exploding dice are a great strength of Torg, but they also pose the greatest challenge to encounter balance.
Heh, I know I'm probably teaching you to suck eggs Kuildeous, but FWIW, since the subjects come up, here's my take on encounter setting in Torg.
I've found PCs in TorgE to be fairly robust. With standard encounters I tend to low ball the villain's, and rely on the exploding dice to give the occasional wounding shot. Shock is still a threat if a fight runs on too long, so PCs can't afford to be complacent, and IME can still feel in peril even when the chance of death is actually quite low.(IMHO this works for cinematic, how often do the heroes in Action Movies actually take Wounds? as opposed to what TorgE would frame as Shock damage.)
As a rule of thumb I look at the weakest PCs Toughness compared to the villains' attack & damage. If the base damage is more than 10 higher than that PCs Toughness you're getting into the territory where a lucky attack could
one shot (Soak/Test Defeat or die) a PC. If base damage is 15 higher than the weakest Toughness, you're even closer to potential one shot territory.
Attack vs Defence alters this calculation too, if Attack is 5 higher than Defence then add ~4 to base damage, or 7-8 to damage if Attack is 10 higher than defence.
So long as PCs are likely to survive one shot the party's usually gonna have a chance to prevent deaths; whether that's by a wounded PC going defensive and/or taking cover, or other PCs rolling out healing, or acting to draw aggro/protect their comrade.
I'm not advocating keeping villain damage at less than 10 above weakest Toughness in all fights, and especially not Dramatic fights, but I've found it to be a decent rough benchmark for setting minor encounters which can still feel
threatening while actually having a relatively low chance of PC death.
Numbers of villains per PC, and individual PC capabilities (especially the number of combat focused characters,) obviously have to come into the equation too though.