I was wondering what you think about these simplifications:
- Rushing: Remove test. It's already a complex action, so mechanically I'm paying for it.
- Jumping: Convert test to table / formula (e.g., distance = Athletics/10 in meters or something similar).
- Shock attack: Simple SOM check only to resist? (It's quite complex as it is).
- Wounds / trauma: Automate knockdown or unconscious by comparing damage to SOM value instead of rolling (e.g., DV > SOM/2 or DV > SOM)? Do same for traumas / WIL.
Additionally, some questions:
- Movement in Gravity: The paragraph about Movement becoming automatic action is not clear. Same goes for high gravity.
- Attack against helpless: Does that automatically succeed?
- Flex: What would prevent NPC spamming, e.g., 4 players spending 2 flex each to spawn / spam 8 guards to help them?
- Moxie: What would prevent players spamming Major favors each day with Favor reset?
One more idea:
Could you include an optional "simplification" table for opposed tests, to convert them to Success tests - in particular for combat:
That is, a matrix, one dimension for total skill of P1, one for total skill of P2, and entries that map to a converted Success test modifier for P1 in a single roll.
Mathematically speaking it's the same, but would allow for more streamlined combat and reduced GM task loading.