On They Came From Benath the Sea - Roger states this well but it was even more complicated than this. For instance, rolling a ‘10’ counted as 2 successes, except when it didnt, and in some situations with some abilities the book suggests you could increase the target number needed to be rolled (from 8). This leads to really counter-intuitive results where you’re more likely to get a critical than a base success with some situations (rolling one die against 2 difficulty, for instance), and adding dice actually increases your chance of fumbling in some situations (as Roger points out)
What I wanted from the rule book, exactly as Roger suggests, is some idea of how hard I was making things. If I increase the target number, does that make the difficulty harder than increasing the number of successes? If so, how much harder? If I say this is a 2-success task, is that -a lot- harder than one? How about 3 versus 2? How about if I say you need one success, then another roll to get another success?
It’s something that’s very hard to come up with on the fly.and while the precise numbers don’t matter too much, it means it’s hard to come up with tasks that are challenging for the PCs but not impossible, generally the sweet spot for tense gaming moments.
Now this is a problem with all RPGs to some extent, but I find it especially hard with dice pools. I have my issue with Challenge Ratings and similar, because they can suggest combat is the only way forward, but it doesn’t have to be this way; there is a value for both the PCs and the GM in being able to say, at a glance, ‘this is too tough for you/us, is there another solution than attacking/rewiring? etc’.
Another issue I have with dice pools is just the feel of it. It’s exciting to pick up a butt load of dice and roll them all together, I like that bit, but it’s generally then followed by (for me) an underwhelming ‘ummm… that’s…. Er… 1 success. No, 2. Okay, er, I’ll use ‘erotic meditation’ to Reroll the 2s. There. Um. No more successes.’
I just find it a bit clunky and anticlimactic.
Bizarrely I do quite like Genesys, for some reason. But I do have similar issues, in fact sometimes more issues, because now I’m looking at symbols, not numbers, and need to recognise them and add some up and subtract others, whilst the others playing have played much more than me, so have their results while I’m still thinking ‘now, was that symbol a fail or a threat?’ - generally I give up and use an online dice roller instead, but that takes a lot of the fun out of it.
I don’t want everything to be percentile dice, but I have a good feel for d20s, and even the 3d6 distribution curve. But I find very little intuitive about dice pool systems grumble grumble.