So, working on adventure scenarios for Hollow Earth Expedition and Ubiquity in general has illustrated (for me) one of the flaws in its design…adding and subtracting to the dice pool. Over the last year, I’ve noticed that adding to a pool feels natural for most players and is easy enough to do, but subtracting — while still easy — is less intuitive. And this is something that Ubiquity relies on — modifiers to the number of dice in your pool.

What this can quickly do is render a competent character completely ineffective. You have a six dice in something, but with the range, other difficulty you are reduced to, say, two. You are, effectively, able to complete a task with a one difficulty. (Yes, you can roll a two, but essentially, your average is one.)

Here’s my suggestion for GMs. Cut the dice modifiers entirely. If something is at twice the range, don’t chop the player’s dice pool by -2; add a +1 modifier to the defense of the target. No one die, a one. It’s taking the average, but it’s quicker to pull one off  or add it to a total. And alway apply it to the difficulty, not the players roll. It puts more on the GM, but I’ve found it speeds play quickly.

The other benefit is environmental effects don’t get stupidly powerful. Oh, it’s dark and a bit misty — that’s -4 dice! So that could be an effect of 0-4; or take the average of two. Add it to the difficulty and press on. It becomes pretty intuitive for the GM to hand-wave some things quickly.

“Oh, you are trying to run across a snow covered field in the dark. That’s a +2 to a normal Difficulty of two, so roll your Athletics v. a 4.” Done. Easy. You don’t even need a chart.

For style chips, we’ve been using something similar. It always seemed a rip-off to make a player pay a style point for an extra die; we’ve always just given them a +1 to their total. (Making style points useful…)

The impetus to this idea came when I started working with the Sorcery rules. Which are, to my eye, a hot mess. But more on that next post…