Lately I have been listing to a lot of EP actual play podcasts (see [url=http://www.eclipsephase.com/node/3452]this[/url] thread) and I have noticed that all the APs I have listened to so far have replaced the moxie system with a re-roll based system. Wondering why, I decided to compare the two systems:
[b]The Default System[/b]
The default system works by upgrading your results to something better by flipping, upgrading a success to a critical, or ignoring a critical failure. This system never makes things worse and each expenditure is guarantied to improve the situation somehow. Because of this moxie can be used both 'offensively' (improving a successful roll) and 'defensively' (improving a failed roll).
[b]The Re-roll System[/b]
This system replaces the ability to upgrade a success and ignore critical failures (and sometimes flips?) with the ability to re-roll a test. Because this system can make things worse, players will only use moxie 'defensively' (why risk a success by re-rolling?). Even when flips are allowed, the players that use this system are so accustomed to using the 'defensive' re-rolls that they will seldom use moxie 'offensively' (going by the APs).
[b]Comparison[/b]
Both systems allow the players a form of 'narrative control'. However the players are much worse off using the re-roll system because the re-roll doesn't always succeed and the system cannot be used offensively. Additionally, because the rules were written using the default system, things like Psychic Stab, grappling, and beam weapons are much less effective when using the re-roll system.
For these reasons I see no real reason for using the re-roll system over the default system and several reasons not to, which makes me wonder: why is everyone using re-rolls? Am I wrong? Is the re-roll system actually better than the default system? Am I missing something important in my comparison?
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[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]