Gargoyle wrote:Rocketeer wrote:ZorValachan wrote: F) OT Soak damage, 1 possibility = 3 packets (packet = 1 wound, 3 shock, or a K, O, or KO). TE reality roll is needed to figure out what you heal. Opinion: I wish it would have been something like 1 possibility = 2 packets (packet = 2 shock or 1 wound) and use the roll for Orrorsh and a failure loses a packet.
This is a major change in the rules. In OT, negating damage was something players could count on. As long as they had one Possibility, their characters could survive a big hit. In TE, the odds of soaking any damage at all are not good.
Using the TE Archetype characters as an example, their Reality skill values range from 8 to 12. Most of them would fail a Soak test at least 45% of the time, and even those with the highest skill value would fail about 30% of the time. And these numbers are assuming no negative modifiers, such as already being wounded or being Stymied.
Ouch, the math reveals just how much harder it can be to survive.
Only if you ignore Possibilities and Destiny cards.