erik wrote:Kemper can you analyze or describe an instance where the main system was at all useful?
I've found that the system does a good job of fleshing out characters and the concept of having a skill penumbra is great. For instance, if you have a Guns skill, it might include things like general knowledge about guns, gun laws, how to get a gun and so on. Kind of like how Backgrounds work in 13th Age.
In my experience, the system is really really good for desperate and frantic combat too. 2nd Edition added focus shifts which allows you to raise your skill by 10, 20 or 30 percent at the cost of being easier to hit yourself, which allows you to deal out damage by taking a bigger risk to yourself. In my last session with my group, they were rescuing a kidnapped guy from a gang, which included stuff such as climbing up to a rooftop, jumping down to a balcony, using Entropomancy to make people freak out and wrestling with the opposition on top of broken glass. Like in real life, starting a fight is easy but ending it is hard, which I like. Unless there's a character who's really focused on that, that is.
And regarding the roll-under system, it's very easily picked up by people who haven't played before, which is always a plus in my mind. It's simple and straightforward. Interestingly, I think the main issue of high failure is that the GM shouldn't demand rolls as frequently as in many other games, which I think the 2nd Ed rulebook does bring up. If you have any basic competence in a skill, you shouldn't roll for everyday stuff. Having higher percentages in a skill doesn't affect doing everyday stuff that much anyway. A NASCAR driver doesn't irl gain much benefit from their race driving skills when they go grocery shopping, but can shine in situations where Joe Sixpack just isn't any good at all.
And about coordination between the GM and the players: I think that should be a must for every game. It's not like it's optimal even in OD&D for characters to be rolled in complete isolation from the rest of the players, because a party of six fighters isn't well balanced. UA is a bit more intricate than D&D but the principle is the same.