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(1 edit)

The 3-4 setback range becomes quite interesting when a character is hindered - because then they have to either get help from someone else, set up a good plan to arrange the circumstances in their favor, or else accept not-quite-making it.

Also, this makes it more interesting to carry forward a consequence as a temporary hindrance to the next related roll(s).

Absolutely. This makes it more like the Soft Horizon games that inspired 2400 (like The King Machine and Sand Dogs), which often see you rolling a d6 as your highest die, meaning you can't get a full success without any risk realized. 2400 doesn't go quite as far as Soft Horizon, though, as that game actually lowers and eliminates dice for each hindrance you face until you literally can't take certain actions. We had a game once where two of the players were so badly injured they couldn't even attempt a roll to rescue a third character who was being attacked. I left that out of 2400 because I wanted it to be more streamlined, but generally speaking, I think limiting options and roll results can lead to some tense and dramatic situations!