Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Moxie... I hate moxie.

19 posts / 0 new
Last post
Evilnerf Evilnerf's picture
Moxie... I hate moxie.
I've got an issue with moxie. My game has a fair amount of players in it. Alot of them have a lot of moxie. Using the rules of getting new moxie every session, my players can just use moxie with every roll they make a session to auto succeed. I think the main issue is that you only spend it when you know it will let you succeed. Ive houseruled that it only refreshes when they finish a story but this seems to make some players not want to make any roles so as to not spend their moxie as they invested more moxie thebin their abilities. Anyone else have issues with this?
Darn_the_Vargr Darn_the_Vargr's picture
Evilnerf wrote:I've got an
Evilnerf wrote:
I've got an issue with moxie. My game has a fair amount of players in it. Alot of them have a lot of moxie. Using the rules of getting new moxie every session, my players can just use moxie with every roll they make a session to auto succeed. I think the main issue is that you only spend it when you know it will let you succeed. Ive houseruled that it only refreshes when they finish a story but this seems to make some players not want to make any roles so as to not spend their moxie as they invested more moxie thebin their abilities. Anyone else have issues with this?
A good way to make the game more difficult for players with high MOX, which I'll also call luck, is to throw them into situation where they may be infected by something dastardly. Before doing so, make sure you stress that their luck rolls are based on 10 * /current/ MOX. Throw some hints if you want about possible X-virus contamination, blah blah blah. See how often they spend Moxie then :p Alternatively, implement some of the TH Moxie rules. You can allow players to use Moxie to advance the story or take the reins for a bit. Also, remember that Eclipse phase is a scary friggin setting and that ultimately everyone's gonna fail now and then. So I'd say let them relish in what they can do. PM me if you want and we'll chat some more.
"You think that of Me? I! Am the ONE WHO KNOCKS!"
Lalande21185 Lalande21185's picture
I'm not sure what you mean,
I'm not sure what you mean, can you explain how they are using moxie to auto-succeed on every roll? By the book moxie can only be used for the following: • The character may ignore all negative modifiers that apply to a test. The Moxie point must be spent before dice are rolled. • The character may flip-flop a d100 roll result. For example, an 83 would become a 38. • The character may upgrade a success, making it a critical success, as if they rolled doubles. The character must succeed in the test before they spend the Moxie point. • The character may ignore a critical failure, treating it as a regular failure instead. • The character may go first in an Action Phase (p. 189). and only 1 point of Moxie may be spent on a single roll.
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
Evilnerf Evilnerf's picture
Well, this isnt a TITAN heavy
Well, this isnt a TITAN heavy game, so I dont think luck rolls would be a good solution. The main two that cause me problems are the first and second uses. With the first, it doesnt matter how much cover an enemy has or how many environmental penalties a player has, they can still hit them rather easily if they have good combat. skills. The worse offender is the number switch, since this one is used after the roll is made, the players just use their moxie like it was like candy to succeed on pretty much every roll they make in a session.
Lalande21185 Lalande21185's picture
Re: Moxie
Okay, let me see if I understand this: In combat the characters take actions with a lot of penalties and then they use moxie to negate the penalties so that they succeed. For example: a character with 60 in Kinetic weapons shoots a full-auto (+3d10 damage) burst from cover (-10) and an opponent in heavy cover (-30), using quick aiming (+10) and their smartlink (+10) while making a called shot to ignore armor (-10, needs MoS 30+ to ignore armor). Which is normally a net -30. But they then spend moxie to ignore the penalties so that they instead have a net +20 for a probability of 81% to hit. Both in combat and out, when the characters roll, their skill and bonuses are high enough that if they were to use moxie to flip the results, they are guaranteed a success. Putting up the probability table: [code] TN % %w/Flip 10 11 19 20 21 36 30 31 51 40 41 64 50 51 75 60 61 84 70 71 91 80 81 96 90 91 99[/code] So your PCs are in the 70+ range after bonuses usually. And (I don't want to put words in your mouth here, so correct me if I am wrong) you feel like this is a problem because the game isn't challenging enough when the characters can make every roll a success, but when the players can't make every roll a success, they don't want to roll? In short they are risk-adverse and like to play smart? Assuming that is the case, here is my advice: First make moxie refresh based on the actions of the characters in the game. The book suggests refreshing it (fully or partially) when the characters get sufficient rest or when they achieve a motivational goal and you might try using that system. Then (assuming that your players don't already do this), help your players find bonuses to rolls: teamwork, complementary skills, taking the time, superior positioning, equipment, etc. This is so they don't feel like they have to have moxie to succeed, even with low to moderate skills. It will also let them conserve moxie. Finally, build one or two hard encounters per adventure. Make them hard enough that the players want to blow through moxie as fast as possible in order to win without significant losses/setbacks. This is easiest with Combat encounters but Social or Technical encounters work too. Combined these three things should let the players to horde their moxie to the big fight (or other encounter) and cause them to freely spend it once they get to the hard encounter(s) because they know they need it to win and that they can refresh it by taking a break. So you get what you want (harder more thrilling adventures) and the players get to play smart and use their moxie to good effect. Also, here couple of tips for more thrilling combat encounters (I don't know if you do this already but I am going to put it here anyways :P ): 1) Give transhuman opponents moxie. Just a couple of points is usually enough and assume that since they are fighting for their lives that they will spend it: going first in combat, moxie dodging (that is upgrading a successful Fray to a critical in order to automatically win the opposed test and achieve another minor benefit like getting behind cover), and upgrading attacks to criticals (thus forcing the characters to moxie dodge or take armor piercing hits themselves). Some people think this isn't fair because NPCs don't have to spend Moxie outside of their encounter but I like it as it makes fights much more tactical and interesting. 2) Give the opponents drones, smart, animals, vehicles, etc. Don't go overboard, but one or two direct controlled drones or a couple of slavering guard dogs work great as force multipliers and are great for making the characters waste ammo/actions taking them down.
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
Urthdigger Urthdigger's picture
If players only have to roll
If players only have to roll dice a max of 10 times a session, there may be other issues with difficulty.
Evilnerf Evilnerf's picture
Well, it's not really a
Well, it's not really a combat centric game. The players are cops on Mars, so there's a lot of investigating.
sysop sysop's picture
Another factor here: How long
Another factor here: How long are your sessions? Very short sessions can impact how strongly the effects of moxie are felt.
I fix broken things. If you need something fixed, mention it [url=/forums/suggestions/website-and-forum-suggestions]on the suggestions board[/url]. [color=red]I also sometimes speak as website administrator and/ moderator.[/color]
Undocking Undocking's picture
Evilnerf wrote:this seems to
Evilnerf wrote:
this seems to make some players not want to make any roles
That is a terrible tactic for players. Players must roll—they don't have a choice. Whenever they wish to exert force or agecy on the game, they must roll dice. If they decide not to roll then nothing happens. Tough. Really needed to speak to that point. The issue seems to be that they have a bounty of Moxie for a scarcity of rolls. If they only have to make four rolls in a case and they have four Moxie, then they will reliably spend that moxie like it is candy. If I have four Moxie, but have to make ten to twenty rolls in a case, it stops being candy.
Lalande21185 Lalande21185's picture
re: Moxie
I like to structure my adventures around big/tense scenes/encounters/stages where characters use lots of moxie interspersed with investigation/social/technical scenes, basically a thriller format of mystery. But it sounds like you are doing more of a police procedural type mystery like 'Law & Order' or 'Castle' but in the Transhuman future on Mars. If that is the case I can totally understand how you can be frustrated with Moxie use: if there is no big encounter to potentially worry about, then the PCs are free to spend it on all the little things like interrogating suspects, keeping quiet when performing networking tests, or checking to see if someone is lying when they say they didn't murder that guy and steal his stack. Unfortunately, I am not familiar with running this type of campaign so there is not alot of advice that I can offer you. :(
[url=http://awdaberton.wordpress.com/about/]Eclipse Phase Adventures[/url]
sysop sysop's picture
I am more familiar with it
I am more familiar with it myself... I hit math for things like this: Estimate your rolls per hour against your hours per session. You want to aim for running enough rolls per hours per enough sessions that they could burn through all the moxie and still need to make two rolls without before you refresh. (Give or take based on how difficult you want things to be for them). That may mean you refresh every other session instead of every session - depends on your personal rates for the story. Since you're running a game with a lower-combat rate than the standard game, this is one of the areas that it's not really surprising you need to adjust for. Standard EP assumes suicide mission style missions where the PCs are burning moxie to survive long enough to succeed and then maybe not surviving after. Given that you're running an off-model game... it's probably something you're going to see more than most GMs out there. Remember to tweak it up or down as needed based on how much resistance your players really need - some players need more resistance than others to feel like they've earned a win, some need less.
I fix broken things. If you need something fixed, mention it [url=/forums/suggestions/website-and-forum-suggestions]on the suggestions board[/url]. [color=red]I also sometimes speak as website administrator and/ moderator.[/color]
ORCACommander ORCACommander's picture
in my house with non combat
in my house with non combat situations and non terribly risky or unorthodox actions if you can Role play it well enough there is no need for rolls. as for the lack of big bad challenge how about taking a leaf out of human revolution and doing a social boss battle. of curse it will make a lot of work for you for making very well fleshed out npcs
ShadowDragon8685 ShadowDragon8685's picture
This is a problem in my game,
This is a problem in my game, too. The [i]only[/i] time my players fail a roll is when they roll a critical botch, and then they use MOX to stage it down to a mere failure. It's like "Okay, roll perception." 83. vs 70. "Moxie flip." It's getting a little ridiculous, honestly. [b]Every. Single. Thing. They. Roll. For.[/b] If they don't succeed, they moxie flip it. I see two options, I'm not sure I care for either of them, but... 1: Call for a lot of superfluous or inane rolls, so they don't know which roll is important and when I'm calling for them to roll perception to notice that a lot of the missile launchers they're thinking of looting have already been fired off. (Something they would have discovered automatically when they started picking them up.) I don't like that, because I believe in "Yes or roll" GMing. I don't like calling for inane rolls and chaff rolls. The other I'm thinking of is reducing MOX restoration to 1 per full sleep they get. Between sleep restoration and the Stunting rules I added which allow you to restore a MOX with a really good stunt, this might leave them hungry enough for Moxie to [b][u]not[/u][/b] spend it on [i]literally every roll[/i], whilst not leaving them too dry, either. Basically, I don't want them to say "Moxie" every single time they fail (which is ironic, because the combat monsters are the [u]worst[/u] offenders about this, despite having miniscule chances of failing in the first place,) but don't want Moxie to become [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/TooAwesomeToUse]Too Awesome to Use.[/url] (WARNING: TVTropes LINK DETECTED!) Finding the middle ground is hard. I may just do nothing. Some people in my game get [b]very[/b] upset at any houserules that nerf them, even when they're so ridiculously overpowered that I literally can't threaten them with a gigantic stompy mech.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Lorsa Lorsa's picture
The very first thing I did
The very first thing I did when reading through the moxie rules was to decide that it doesn't refresh after every game session. I absolutely hate all game mechanics that are based on "session" and ignore them whenever possible. Some games insist on having this present in one way or another, like WoD giving you XP per session or other systems having abilities you can use "once per session". I find this very troublesome because a game session isn't a fixed measure of time and quite arbitrary in its nature. A game session can last anything from maybe 2 hours to a day and there's no way those two should be equivalent as far as game mechanics go. Furhtermore, one game session might only be a couple of hours or even minutes in-game time whereas others may last for months or years. By enforcing a rule that refreshes a game advantage based on "session", you encourage your players to stall the session or even feel like they need to go home once they're out of that advantage. And in the case of awarding XP per session, there's no way spending a couple of hours roleplaying some enjoyable conversations should give as much as if months pass in-game. So, refresh moxie to full in-between stories AND when applicable because of motivations. ------ However, I am going to say that I find that Eclipse Phase would be almost impossible to play without moxie. Skills aren't high enough to reliably succeed on many things unless you can somehow get a lot of bonuses. So I guess that for some skills it isn't really a problem because there's tons of stuff that can help them whereas others have almost nothing to enhance them thus making them difficult to use. Moxie is the trait that helps characters feel like they can actually be good at something and succeed on critical rolls. One thing I am curious about is why some people feel that the players succeeding on every roll is a problem. Do you want to see your players fail? Is it the [i]players[/i] that are unhappy with the way they can spend moxie or is it you? I've always found that if my players are happy with the game, that's all that matters. So my players using moxie to succeed has never really bothered me that much. ------ There are some things you can do with moxie though that doesn't really make sense. As you said, using it to remove ALL negative penalties is a bit weird. If an enemy is in cover they should be in cover. Funnily enough this use of moxie is often forgotten with us, but what I would do is let you remove penalties that comes from sources such as wounds or incapacitating weapons, not those based on difficulty or the like. That would make sense as it reflects a character that struggles through despite several injuries but avoids the problem of players making what should be a very difficult roll trivial.
Lorsa is a Forum moderator [color=red]Red text is for moderator stuff[/color]
Smokeskin Smokeskin's picture
ORCACommander wrote:in my
ORCACommander wrote:
in my house with non combat situations and non terribly risky or unorthodox actions if you can Role play it well enough there is no need for rolls.
That is one way to do, and it does reward good roleplay more. I do it quite differently myself. If the player is a real charmer but his char isn't, he doesn't get to roleplay his char into it. And the other way around works as well, even if someone isn't good with words but his char has high social skills, he can still convince people. I play it more like combat. Good tactics gives you bonuses, but you still have to roll. The same with social stuff, good roleplaying, good arguments, good con setups, they give plusses to your rolls, but you still have to roll.
ThatWhichNeverWas ThatWhichNeverWas's picture
Accounting is fun!
Don't forget that luck can be used in any campaign. Say for example you need to determine how many rounds/minutes the group has to catch the bad uys before they can escape. Make the whole group roll, with each success buying them an extra round. If the cops wander into a store they're robbing, make them roll to determine whether it's a guy armed with a hot cup of coffee or a reaper armed with a hot cup of melt-face. Secondly, make them roll more. Remember that almost all weapons can SA, letting you roll twice to hit and making them fray twice. Make them roll to make tricky jumps, or not get caught in a crowd. If they can choose not to roll without consequence, then they will. If not rolling means bad stuff happens, they won't be so reticent. ("Roll Fray to avoid treading on the evidence!") Just be careful not to screw them over. Failing should mean thins are harder, not that they can't proceed. Finally, give them other things to spend moxie points on. If they find a damaged first-aid cabinet, give them the option to spend (N) points to get something intact out of it, or to have the NPC notice them waving at them in time to stop them getting in the rigged car, that sort of thing. I'm not saying give them full control (although that's an option), rather build a few placed into your adventure where skills may not help but luck can. "[Jostle Vending Machine: Gain 1 Candybar; Spend 1 moxie: Get 2 Candybars.]"
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
nezumi.hebereke nezumi.hebereke's picture
Evilnerf wrote:Using the
Evilnerf wrote:
Using the rules of getting new moxie every session
Just to clarify, you mean moxie refreshes every session, right? Not new moxie? On average, how much moxie do your PCs have and how long are your sessions? I normally run about four-hour sessions, or online sessions where there's no real breaks. Most PCs have 1-3 moxie, and they hang onto it tight. However, we also have usually 1-2 fights per session, which normally sucks up the moxie. If your players don't make a lot of rolls (and everyone is okay with that style of game), then you just need to pull back on the frequency of moxie refresh, or put in more challenges of another sort to balance it out (although given the number of rolls in combat, replacing that may be tough).
Urthdigger Urthdigger's picture
Smokeskin wrote:ORCACommander
Smokeskin wrote:
ORCACommander wrote:
in my house with non combat situations and non terribly risky or unorthodox actions if you can Role play it well enough there is no need for rolls.
That is one way to do, and it does reward good roleplay more. I do it quite differently myself. If the player is a real charmer but his char isn't, he doesn't get to roleplay his char into it. And the other way around works as well, even if someone isn't good with words but his char has high social skills, he can still convince people. I play it more like combat. Good tactics gives you bonuses, but you still have to roll. The same with social stuff, good roleplaying, good arguments, good con setups, they give plusses to your rolls, but you still have to roll.
That's how I tend to do it when I DM other games. Players RP, but that's what they mean to do. The roll reflects what actually comes out. Hence, a smart player with a dumb character comes across like Krieg from Borderlands 2 (specifically his trailer). As for spending moxie on everything, part of the problem is not really knowing the penalty of failure most times. Is this perception check the one for extra loot? Or the one to find the nanoswarms that will annihilate us if triggered?
Evilnerf Evilnerf's picture
nezumi.hebereke wrote
nezumi.hebereke wrote:
Evilnerf wrote:
Using the rules of getting new moxie every session
Just to clarify, you mean moxie refreshes every session, right? Not new moxie? On average, how much moxie do your PCs have and how long are your sessions? I normally run about four-hour sessions, or online sessions where there's no real breaks. Most PCs have 1-3 moxie, and they hang onto it tight. However, we also have usually 1-2 fights per session, which normally sucks up the moxie. If your players don't make a lot of rolls (and everyone is okay with that style of game), then you just need to pull back on the frequency of moxie refresh, or put in more challenges of another sort to balance it out (although given the number of rolls in combat, replacing that may be tough).
I meant that it refreshes every session. However, 3 of my players all have 3 moxie and one even has 6.