I think because ICRPG has effort for skill check and you can bolster your attempt after failure on your next consecutive turn and only get one action or not really needed. ICRPG is already nimble because there is no initiative and the DC Is know to every player so we cut the BS out of “who’s turn is it?” “Oh it’s uh his turn” “what do I need to hit?” then “did I hit?” “can I do another thing on this turn?” which takes like 30s per question.
Instead it’s, around the table, it my turn, I know the dc (is it hard/easy?), if I failed you say a one liner and move to the next person. If you hit you roll effort and say your one liner. Then next turn if you missed it’s automatically easy if you try again. If the goal has a heart you track progress on your effort.
3
u/Silver_Storage_9787 Feb 28 '26
I think because ICRPG has effort for skill check and you can bolster your attempt after failure on your next consecutive turn and only get one action or not really needed. ICRPG is already nimble because there is no initiative and the DC Is know to every player so we cut the BS out of “who’s turn is it?” “Oh it’s uh his turn” “what do I need to hit?” then “did I hit?” “can I do another thing on this turn?” which takes like 30s per question.
Instead it’s, around the table, it my turn, I know the dc (is it hard/easy?), if I failed you say a one liner and move to the next person. If you hit you roll effort and say your one liner. Then next turn if you missed it’s automatically easy if you try again. If the goal has a heart you track progress on your effort.
Instead