Here is the latest version of Moment of Truth:
A note to those helping with editing and rules evaluation:
I’m in the final push to get the rules finished and ready for editing. If you’re one of the folks who have been sending me edit suggestions and such, while I appreciate it, hold off for now. New revisions will be coming at a pretty rapid pace (there have been three since I first wrote this post). I’ll probably post the latest version here every several days. I’m also in the process of adding extensive game play examples throughout the book, which will significantly increase the page count, and change the page numbering — sometimes significantly.
In a matter of hours, a page reference for a typo or rules suggestion will be meaningless, as some of the game play examples are pages long.
I do intend to hire a proofreader and/or editor to look it over before the final release (a writer who hires himself as editor just hired a blind editor, or something like that).
There have been some changes to the core mechanics, character generation, and MoT rules. I’m guessing, with the addition of game play examples, the page count in digest format will exceed 100 pages.
Here are some notable changes:
The Impossibility Exception rules are gone. If you have a dice pool that’s lower than your TN, you either need to spend MoTs to get it higher or you simply can’t do the task.
Skill Points. Starting characters get more skill points and the costs of higher level skills have been adjusted. The skill point calculation is now a dial (as in, you can adjust the starting skill calculation to adjust the tone of the game). This is a result of a pretty universal feeling amongst my play test players that they just didn’t have enough skill points to buy what they felt they needed.
Perception and Stat Rolls. Perception stat rolls should now be avoided. Instead figure out a skill the player can pair with perception to get a decent dice pool. Stat rolls are pretty much reserved for certain game mechanics. We discovered in play testing that stat dice pools for perception were very low (since there was no skill added), and with a TN:2, they became pretty difficult. I now suggest you ALWAYS pair perception with a skill. Skills are broad enough that you should be able to fit some skill to any situation that comes up.
MoT Spending. You can now give OTHER players MoTs for a specific roll. You can no longer spend MoTs on a roll where you’ve declared to Raise the Stakes, nor can you gain MoTs from failed rolls where you’ve spent MoTs.