My wife backed the recent kickstarter and we just received a copy of 7th sea 2nd ed. smelling of fresh ink. Lovely!
I've been trying to wrap my head around the ruleset to see if we could run it for a one-shot with some friends. I've had several points of confusion but nothing that can't be glossed over for a first go. Except one thing...
Improvising and Flair seem at ends with eachother. I suspect I'm misunderstanding how one of them works, so I'll explain my interpretation, and perhaps someone could tell me where I went amiss?
(Risk basics) When appropriate, the GM starts a Risk phase where heroes declare their intentions for the near (couple min?) future. After announcing their intentions, they are bound to them and the GM corresponds each intention with an appropriate skill/trait and tells the player about the consequences/opportunities of their actions. The players then rolls their dice and spend it on consequences/opportunities. Play continues in rounds, each time the GM produces new situations, consequences and opportunities, but the players stick with their original intention. If a player decides to switch then the following two things happen:
(Improvise and Flair) Through 'Improvise', if a player ever wants to do something requiring a different skill/trait than the original, they do so at a 1 raise penalty. Through 'Flair', players are also encouraged to do something requiring a different skill/trait than the original with a bonus die awarded. Also, unrelatedly through 'Flair', players are further encouraged to describe what they do with *ahem* panache for a second bonus die.
What I'm running into is, it feels odd to both disincentivize and incentivize the act of using different skills in a sequence. I feel like it should be gently incentivized (as in the Flair mechanic) but between both Flair and Improvise it seems to be moderately disincentivized in a peculiar way. It's peculiar enough I think I'm misunderstanding it- can anyone with experience tell me how these work together?