Anyway, look at this promo that landed in my inbox today.
They need better proof readers, there is an extra 'F' in that title.
So the one die people are most likely to have outside of a d6, that can readily be loosely bought for cheap at any gaming store without even having to buy a set of polys, isn't used? All while making part of the set of polys anyone has bought useless. This really does reinforce my idea that retards have a fear of handling double digit numbers.
"You need to get a 7-dice set but only will use 6 of them" KYS.
I dislike a lot of d6 systems mathematically but I
understand them from a practicality stand point. This bullshit offers neither.
This is really just a failure cascade game, as once you start getting your shit pushed in you go from 75% success to 50% after your first fuck up and eventually 25%. Also you really have to have a bad fucking night to deplete any stat.
The other thing is they use "narrative descriptions of traits" which firstly KYS and secondly this just tells me we have another PbtA "Its not a story game, there are DICE!".
That said, there are a few diamonds to fish out of thier fecal soup. The shift mechanic is pretty easy to understand, except they are doing the "low number = gooder" thing which never works well, as everyone knows big number = better.
The Risky/Inspired mechanic isn't bad (even if the rest of the math is shit) except it does nothing to your D4 so there is no point in trying to be clever when your die is maxed, and given how powerful a critical success is that it improves all future rolls, it doesn't work very well mechanically
It would be much better to have something for Risky, given how shit your odds are as your die degraded, that hits the "better" dice harder than the degraded ones. And For inspired, soemthign that makes your D12 have better than 25% odds of success even if its not a crit.
I would think a SW sort of "All In" mechanic would be better with less swingy dice, where it becomes Critical Failure or Critical Success, no inbetween.
The changing dice size stuff is very similar to a "narrative resource depletion" mechanic I read about and liked the IDEA of: If you have a bag of "Numerous but not infinite" items you give it a dice size. Everytime they pull from the bag, they roll the die. If the roll comes up one, the die 'shrinks' all the way down to a d1 and then the bag is exhausted.
If you want to think about this in terms of a quiver of arrows, maybe some of the arrows aren't good or were broke from that last hit you took. Or a bag of rations, maybe some of them have gotten moldy.
Its fun from a mechanical sense as players need to deal with unpredictable supply, but it doesn't work great in game: narratively it can be difficult to justify results, and the odds are very, very swingy. Which can be fun in some situations, but not in all of them.
I have thought about flipping it on its head as a "search"/"investigation" mechanic - that is, players are searching for information about a thing in the local archives, or are searching for a specific gem in a pile of treasure. The initial dice size represents complexity of the search and they roll until they run out of time or the dice depletes.
There are some serious issues that would need to resolved, such as the search being forced to take a minimum number of steps.
But the biggest one I can think of it is a completely unique dice mechanic so it doesn't harmonize well with other rolls, it 'sticks out'.