carldot34 wrote:After considering it, have decided I am not a fan of Favored. It is a) another thing to slow game play while a player decides whether they should reroll, b) players will want to use it to avoid Mishaps and then grumble when they can't or c) try to pick up the dice before anyone notices the Mishap and d) my primary reason; it just feels too much like the Advantage rule in 5e of That Other Roleplaying Game. Torg doesn't need it to feel like Torg. I know my players will recognise its parentage the very first time we use it and it will make Torg feel like it is copying instead of leading.
Probably too late for my opinion to matter now though.
a) The suggestion has been that players will know their Target Numbers in most cases. So the choice for rerolls will often be easy:
- I'm about to fail.
- I need to get a Good (or Outstanding) success and even a Possibility is unlikely to make that from here.
- I just rolled a 10; no way I'm changing that!
But even in those hard cases, the players
love agonizing over them most of the time. The OTorg Adventure Book had a section about what to do when the players have lots of cards out and are trying to figure out the best line of play and trade to finish off the opposition. Their suggestion: let them. That's what the game is building to, and the GM can use the time to plan out the next encounter—or scarf up all the nachos.

This is a small version of the "problem" Torg gameplay creates.
b) Reminding players that it doesn't let the villains avoid Mishaps either can help with that "feel bad".
c) If a player cheats like that, we have other issues than the rules of Torg, IMO.
d) It's not Advantage. It specifically is "roll one die; check for Mishap, then decide to accept or reject." And while there are superficial similarities, we already have enough differences to enforce the feel of Torg. Also, since most of the players I run into for Adventurer's League roll both dice at once for Advantage, the forced separation of the rolls will reinforce the difference.