Pauly da Leg-breaka said: GiGs said: I don't understand what's wrong with favoured. It gives you a chance at avoiding a bad roll, but you don't use it on every roll. Statistically, over time this is a powerful advantage, just don't get greedy when to use it unless you are really desperate. How do you use it? Regarding the images... That was before I saw the sheet. It sounds like the images must have been hosted elsewhere, and then were taken down so an alternative had to be found. There's no way for me to restore them with having the actual files. I'd be open to replacing the various headings with suitable images if I had them. And yes I am using images for my tabs, but someone more skilled with CSS could probably do that purely in CSS. If it's a geometric shape, no matter how complex, it can be done in CSS. Favored rolls are used in other games. With some they simply add a bonus, others allow you to roll the "main" die twice and take the best of the two, while others allow a complete re-roll. Torg Eternity is the only game I've seen -and bear in mind I've not seen every single RPG ever made- that makes it so you take the replacement roll, if you decide to make it, whether it's better or worse. Every other mechanic in the game that can be used to follow up and improve an action or a roll does so once you realize whether the roll needs it, or not. Favored is similar, but you have a high-probability chance that you're going to roll worse. As for how I use it, I'm still not entirely sure, yet, but it's gotta be more sure than the RAW. What I have tried, thus far, is best of two rolls, re-rolling as normal, but I'm finding that to be too powerful and still uncertain. Torg isnt the first to use this mechanic. They have been other games that allow you to choose whether to make a reroll afterwards (like fate, 3:16, and many others but I'm sleepy so cant remember them off the top of my head). You only have a high probabilility that you are going to roll worse if you choose to reroll a high die - which you should not do. If you roll a 2 or or a 5, you should reroll it (if you care about the result). If you roll a 17, you really shouldn't. When you're in the middle, like an 8-12, it's a risk, so you probably shouldnt do it - unless you're desperate and in a real gambling mood. You could argue its a bad mechanic because players have a tendency to reroll when they really shouldnt and then grumble when it goes bad for them. And that's a genuine and reasonable criticism. So if some GMs want to house rule it away it's not a bad idea, but if they do that, they also should introduce a limit on how often it can be used. Right now its balanced because around half the time (maybe more, even), its a bad idea to use it. If you make it more advantageous, you have to look at just how many things give you favoured, and think about restricting them to avoid it becoming too good. Or reduce the benefit significantly. I might just give a flat +1 bonus, or tell players they have to choose a narrower focus to be favoured in, and give a +2 bonus. If i was looking to change the system, which I'm not. I'm thinking next I would like to try it the way The One Ring does things... a Player deciding to use the favor on a skill would gain a bonus equal to, or one-half of, I haven't decided, yet, the attribute controlling the skill at the time of use, for the cost of something, such as two Shock. Another thing to consider is that this is a system that already has Possibilities and Destiny Cards, so flat bonuses can be gained whenever players want them really. The favoured system works differently, and so is distinctive - it feels really good when it pays off, but is still reasonably balanced, and doesnt step on the toes of other game system features.