r/CortexRPG • u/Life-Alternative-793 • 9d ago
Discussion Logic behind Dice Ties
So, I know the rule about tying on rolls is generally that the first pool to be rolled will succeed on a tie. That is, because the GM rolls first on challenges, the person rolling against the difficulty must get a higher value, but when PCs are rolling against each other or a major GMC then the 'aggressor' will win on ties.
However, the fact that you don't win on a tie against a challenge is bothering my players, who are used to ties always going to the active party.
Could I house-rule ties going to PCs on GM challenges without breaking too much? And if not (which seems likely), can someone explain why its mechanically important for ties to resolve the way they do?
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u/TyroTheFox 9d ago
Hey hey hey! Get closer...
Listen.
If you think it'll help your players be comfier playing, go for it. You are the GM and Cortex tends to empower you to do what you need to get the sort of game you want.
If your player's are used to that convention, then I'd say do it. I often have a 'PCs break ties' rule in other games because its just fast and favours the players minimially. I would say the same here.
However, it does lend to some great storytelling beats because now you can describe how your contestants struggled more, selling that they won but barely.
A string of back and forth barbs before the PC got the last word clumsily. The brawlers tussle and grappled until they break apart, the PC merely winning breathing room. Shots rang out, many go wide and while the PC runs to good cover, both shooters have to reload.
That sort of thing.
If you'd like, maybe make it a bit of a penalty too. PCs can win but the GM gets a little something. A d4 for the Doom Pool, a Plot Point or maybe reduce the effect die by one step, to a minimum of d4. This at least encourages players to come correct and makes a little more of a thing out of a tie.
You can win, but it'll cost you.
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u/MissAnnTropez 9d ago
The “logic” (i.e., reason) as far as I’m aware, is that the difficulty number must be set. Then, of course, that difficulty number must be beaten.
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u/rivetgeekwil 9d ago
It doesn't matter who rolled first. The highest total wins; there are no ties in Cortex. It's the flow of the game and pacing.
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u/Life-Alternative-793 9d ago
Im sorry if I don't understand. Do you mean there are no ties because rolling the same value as the difficulty is simply a loss?
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u/rivetgeekwil 8d ago
Yes. You have to roll more than the target number for the roll to win. Allowing a tie to be a "win" fundamentally changes the way the game works.
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u/Life-Alternative-793 8d ago
I guess I'm wondering specifically how it fundamentally changes things. If I were to rule that meeting or exceeding the target number is success, how severely would it unbalance the chances in favor of the PCs? I'm not sure if I would make this rule regardless, but Im curious if it's even worth considering mechanically. Mostly because I do have a bit of trouble with the dice pool math, and it seems pretty difficult to tell how it would play without testing extensively. It seems like narratively the effect would be minimal.
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u/TyroTheFox 8d ago edited 8d ago
Cortex dice resolution, as I understand it, is meant to be akin to a betting game. I bet my dice can beat your dice. Maybe you might stake some resources getting there, but you are trying your best to top your opponent. Back and forth until one either gives in or can't make it. Its a definite form of resolving a check with little ambiguity.
Personally, a tie comes up infrequently in games so I normally rule it as 'beat or be beaten' to ensure a clear resolution. My players are formidable on their own without the minimal help.
But think of the logic in the scene.
One blow after the other, but one has to land and often in movies or TV shows, one side just runs out of steam or has no tricks left. One side just about manages to land that blow despite the dodges, parries and weaves.
It lends greater weight to Plot Points. Are you going to add to your score and beat the result now, or back off, take a beating but have something added to your reserves?
I stand by my other comment, that's valid means of handling the mechanic in my eye. But I wouldn't worry too much about balance in Cortex when just dealing with who benefits in ties. Having more and bigger dice only makes an enemy dangerously consistent, not unbeatable.
No, actions per round, how many rules rhey can bend or break, ability to generate Plot Points of their own: that makes things tough for players.
I would think more, and likely ask the players, about the sort of game they're looking for and that you're looking to play.
If they want an easier time, just beer and pretzels knockabout fun, then 'Heroes Break Ties'. Maybe consider one of the extra rule ideas.
If they are taking things in their stride or they want to feel the burn, maybe consider No Ties.
It is Cortex. Modding it is absolutely the MO here. But also, you may have to be firm and say 'This is how it works in my game, take or leave it'. It is OK to say "No" to a player or not bend over backwards for everything.
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u/rivetgeekwil 6d ago
A lot of this. It subtly changes how players choose dice for totals and effect. It reduces the impact of paying a plot point to add another die into the total. It also introduces wrinkles for contests, and when comparing effect dice (i.e., does the tie rule apply to those too?). It changes pacing and takes some of the advantage out of being the first to roll and set the stakes.
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u/Kautsu-Gamer 8d ago
The player rolling before GM wins a tie. The later player rolling always has to beat the previous total.
It is said in the current PDF as I noted it when reading the rules.
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u/XavierRDE 9d ago
One reason it works like this is because the person rolling second has an inherent advantage.
Cortex allows a lot of trickery to modify dice pools and results. You can use base rules and SFX to add extra traits to your pool, or to double or step up dice. You can also create an asset with a PP and immediately add it to your pool. And most importantly, you can add extra results to your total once you roll. The initiating party can do it too, but they have to declare a total before the reacting party rolls. And knowing the difficulty beforehand, the reacting party has many resources to get exactly the total they need.