Thanks.

I’m not enough of a math head to do it, but I’d love to see someone break down some various racing clock math so when I’m setting up a race in Forged in the Dark games I have a rough idea of success odds for the contest. It would be broken out in X segments versus X segments, number of dice rolled as a baseline and would assume no Devils’ Bargains, Pushing or Assists. Then I’d know as GM, “This is a 50/50 or 66/33 proposition but the PCs can “Stress, Consequences & Resist (also Stress)” their way towards better odds if they want to.

One thing I fell into towards the end of my most recent Blades run was a meta rule that for Clocks where time was a factor (Mission Clocks, Racing Clocks & some but not all Danger Clocks) the time factor would always be one tick per Consequence so that element was predictable and measured. So, for example, a 4/5 result on a Risky Action Roll under the time gun would always be one tick on the Mission Clock timer, and an additional minor complication or lesser harm, etc. An 1-5 on a single Action Roll would never result in two or more ticks for the time pressure no matter how desperate the circumstance; one tick plus some additional trouble.

I’m still making my way through S&V, Gregor Vuga but it seems like all of the bits you disliked would still be there unless the setting was your issue? Or no?