I need a little help. I'm playing around with a class of consequence that has 2 different effects. So for a really bad example, this single consequence might inflict a wound AND make you drop an item. It costs 2 raises to avoid completely, but spending 1 raise to avoid one of the 2 effects should be possible, though it feels very unwieldy for the system. Any thoughts on how to simplify this?
Wed, 08/16/2017 - 16:24#1