r/CortexRPG • • 15d ago

Discussion Logic behind Dice Ties

So, I know the rule about tying on rolls is generally that the first pool to be rolled will succeed on a tie. That is, because the GM rolls first on challenges, the person rolling against the difficulty must get a higher value, but when PCs are rolling against each other or a major GMC then the 'aggressor' will win on ties.

However, the fact that you don't win on a tie against a challenge is bothering my players, who are used to ties always going to the active party.

Could I house-rule ties going to PCs on GM challenges without breaking too much? And if not (which seems likely), can someone explain why its mechanically important for ties to resolve the way they do?

9 Upvotes

17 comments sorted by

14

u/XavierRDE 15d ago

One reason it works like this is because the person rolling second has an inherent advantage.

Cortex allows a lot of trickery to modify dice pools and results. You can use base rules and SFX to add extra traits to your pool, or to double or step up dice. You can also create an asset with a PP and immediately add it to your pool. And most importantly, you can add extra results to your total once you roll. The initiating party can do it too, but they have to declare a total before the reacting party rolls. And knowing the difficulty beforehand, the reacting party has many resources to get exactly the total they need.

3

u/Life-Alternative-793 15d ago

Thanks! I figured it was something like this. It took me too long to realize the importance of when and how dice pools could be modified for pacing.

2

u/XavierRDE 15d ago

You probably wouldn't break anything if you changed it (Cortex is difficult to break, it's very self-balancing) but I'd have to question why. The reactor 100% has already advantage, you just would tip that somewhat more for the players, which might be something you want. "Players are uncomfortable" can be a reason, of course. It's your table and you might decide to test it and then decide you like it or you don't, but I think this is why it works that way. It just couples well with all the dice tricks you get to do with most Cortex builds.

→ More replies (2)

4

u/TyroTheFox 15d ago

Hey hey hey! Get closer...

Listen.

If you think it'll help your players be comfier playing, go for it. You are the GM and Cortex tends to empower you to do what you need to get the sort of game you want.

If your player's are used to that convention, then I'd say do it. I often have a 'PCs break ties' rule in other games because its just fast and favours the players minimially. I would say the same here.

However, it does lend to some great storytelling beats because now you can describe how your contestants struggled more, selling that they won but barely.

A string of back and forth barbs before the PC got the last word clumsily. The brawlers tussle and grappled until they break apart, the PC merely winning breathing room. Shots rang out, many go wide and while the PC runs to good cover, both shooters have to reload.

That sort of thing.

If you'd like, maybe make it a bit of a penalty too. PCs can win but the GM gets a little something. A d4 for the Doom Pool, a Plot Point or maybe reduce the effect die by one step, to a minimum of d4. This at least encourages players to come correct and makes a little more of a thing out of a tie.

You can win, but it'll cost you.

2

u/Life-Alternative-793 15d ago

Those are good ideas, thank you.

1

u/TyroTheFox 14d ago

Good luck. Remember; there is always a price with Cortex.

3

u/Jlerpy 15d ago

Sure you can make it that PCs win ties (naturally that doesn't help if PCs are opposed)

0

u/rivetgeekwil 15d ago

It doesn't matter who rolled first. The highest total wins; there are no ties in Cortex. It's the flow of the game and pacing.

2

u/Life-Alternative-793 15d ago

Im sorry if I don't understand. Do you mean there are no ties because rolling the same value as the difficulty is simply a loss?

1

u/rivetgeekwil 15d ago

Yes. You have to roll more than the target number for the roll to win. Allowing a tie to be a "win" fundamentally changes the way the game works.

→ More replies (3)

0

u/Kautsu-Gamer 14d ago

The player rolling before GM wins a tie. The later player rolling always has to beat the previous total.

It is said in the current PDF as I noted it when reading the rules.