@Seraphim73 said in FS3:
@WTFE In my own system, I did something similar to the autosuccess mechanic you mentioned. When your character is unhurt, not suffering some negative circumstance, and not trying anything tricky (ie, they have the lowest possible target number for their roll), they can trade dice for successes (4:1 trade instead of the 50% odds for each dice when rolling at the lowest possible target number).
In CORPS this would have been handled by these circumstances (wounds, negative circumstances, trick actions) altering the difficulty and, of course, if the difficulty passes the threshold of your skill it's time to roll again.
This means that someone with a Professional rating can trade dice for a simple Success without a chance of failure (on a simple task), or they can roll and hope they roll with the odds and get two successes.
And yes, that's the tradeoff in CORPS as well, albeit by a different mechanism. Only a simple success is automatic. If you want better successes, you have to face the dice, and that includes the possibility of failure results or worse. So...
Even for an expert with a 10 skill can only trade for 2 successes, so they're not likely to actually wound someone with 4 dice rolling against them, but they'll nail an inner ring (but not the bullseye) every single time.
...this circumstance is the case in CORPS as well. If you need higher successes to reach gaps in armour or whatever the automatic single success won't help much. Time to face the die.
But what I like about these systems (yours and CORPS) is that by design they mean you only roll the dice when your reach exceeds your grasp or when the chips are down and you have to do something vitally important. The game is more streamlined, runs faster, and doesn't give you that "stormtrooper marksman" feeling I got when playing a lot of systems (including FS3).
As for FS3 being slanted toward succeeding a lot... older versions weren't nearly as success-heavy.
That may have been what's generated this unmitigated negative reaction I have when I see FS3 touted on a game. I have no idea what version I used when I played. (Having what looks like a version number in the name without it actually being a version number adds to this confusion, I suspect.)
Also, when you're in combat, and you have someone rolling against you, things get swing-ier. When you then add in armor penetration and lethality rolls, they get even swingier. It's definitely easy to absolutely fail to hurt an enemy for several turns in a row. It's also possible to hit every single time, do damage every single time, and KO an enemy every single time. It happens. RNG is R.
I was facing things where I was simply missing all the time. And, as I said, because the combats tended to be so short, it made my competent characters come across as the plucky comic relief when it happened. (And it happened far too often for my tastes.)
I don't mind failed rolls or even failed scenes if the opposition warrants it. Hell, failure leads to more future fun typically! But when you come across as the rainbow butt monkey of the group--and when this happens enough times that it becomes a bad running gag like a late-'90s SNL sketch--when all the numbers say you're a competent professional it's really damned off-putting.
Still an issue, but it's going to be an issue for most any system except CORPS, it sounds like.
Or systems like the one you described. Or games like Fate Core/FAE (which is the game that's pretty much replaced CORPS in my affections these days) where you have an economy of fate points; where you can choose to fail (or worse) now to succeed later.