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You've discovered why it is a partial success system. Characters wouldn't make it very far if it was a complete fail. Are you using opposed rolls or static #'s? I generally use opposed rolls when playing.

The CyberPunks resolution system is fun, but boy is it unbalanced. I have been testing it and the success rate is crazy high when you start getting into the d10 range. I am trying to see if different target #'s will help.

Thanks for the comment on gear in Galactic Ops. I need to circle back to this game and make some updates. That would be a good one to get in there.

As for Facilitator Karma when playing solo... I would skip it, or maybe incorporate an Oracle roll to see if the Facilitator uses it against you.

I am glad you're enjoying it. I really like the simplicity of the Pay The Price mechanic. Building fail forward into the mechanic makes the game more enjoyable for me anyways.

I'm using the difficulty die after determining the difficulty level if that is what you mean by opposed rolls. If it's by design, then I understand and it's been pushing the narrative forward in that way. 

I could see that becoming unbalanced in CP. To me it's always a struggle to only rely on dice mechanics, because when you're more experienced you generally do things right.  A simple task should go fine unless other factors come into play like standing on a ledge with high winds while trying to break into a window. It's annoying when an experienced character makes a noob mistake (failed roll). In the case of Galactic Ops it breaks immersion if my character is supposed to be one of the best. Nothing is perfect of course and I guess that's why we have house rules and the like.

Thanks, I did wonder if I needed facilitator Karma in solo. It seemed like something extra to track and worry about. I've been using an oracle (PUM) along with ChatGPT to narrate what happens. I also use rng assets that we all have too. 

Overall the PtP mechanic seems like a stripped down PBtA, although I've still not played a PTbA game just read over them.

Thanks for the reply, have a good one!

Yep, the difficulty die is what I was referring to. When we play tested it, I facilitated and just had the players roll the die. I could have rolled, bit the players seemed to enjoy rolling both (and it was faster). It is a natural fit for solo play too.

I also lean on AI when playing solo. It really helps when I get an odd Oracle answer or when I need some inspiration for situations.

Have fun! Oh, and if you're following CyberPunks, I will probably have an update later this week if I can figure out how to fix the imbalance.

I finally finished my game over a few sessions. Overall it went well and I succeeded in my mission! I'm not sure if I'll continue the character, but did wonder if you recommend simply rolling up another mission that's connected to the first or just organically growing it. My mission was rescuing a downed pilot with intel, so that intel would seem to provide the next mission if I can get it fleshed out a bit.

That's completely up to you. If you do, bump the die of an attribute (if you didn't already) and see where it goes.

Ah yes, I remember that for advancement. I must admit that I somewhat cheated in my game with using my higher mind attribute since I didn't do any fighting. The rule about using either one for a mental challenge seemed to apply, even to a laser cutting the door open challenge since it didn't require brute force. But I was able to use the body attribute as a sink for the time I got too much strain.  :D At the same time, I chose a tech archetype in a solo game, so figured I'd be stealthing and hacking, not running and gunning and needed all the advantages I could get!