WHEN I SAY NET <| sep |> I can keep them company <| sep |> im on OpenNic which is having issues with archive . is for some reason <| sep |> I went looking back at the DitV book and it suddenly dawned on me that I made changes to Relationships that I forgot were things I did and not always there . This whole time I was looking at Relationship dice as also having the option to create new relationships . Thinking about it , I ' m torn if I really want keep that change . It changes the unused dice so that instead of just being undefined relationships they become a sort of metacurrency where assigning them to a new relationship is telling the GM I want this personplacething to matter more to my character , as well as to the story . Something other games let you do with meta currencies as well , but restricted to relationships . So in the end it does , in fact , greatly redefine what Relationship Dice mean . And I forgot all about it , my bad . For the Conflicts and Stakes I had already considered the idea that most battles would actually take place as a series of Conflicts with different Stakes in mind . DBZ is particularly infamous for these kind of draggedon conflicts between characters where they ' ll fight , stop fighting , talk or do something else for a little bit , then fight some more . So your best chances of victory would similarly come from launching a challenge with lower stakes and following it up with another conflict with the bonus . I ' m using the 2 e rule where you only get the highest two fallout dice , as it doesn ' t snowball so rapidly . I may consider reducing it to the highest single die to keep the spreadoutyourconflicts incentive but also reduce the snowballing advantages effect , but for now that depends on what the heck I do to fallout . What the heck to do with fallout . A not fully fleshed out start of an idea that popped into my head earlier in the day was to crib the idea of Fate ' s consequences track so that you have a number of consequence slots of varying values , and when you roll your fallout instead of comparing the highest two dice to a chart you fill various consequences into the chart until the total values of used up slots are equal to or more than the total of the two highest dice . Like giving the player the option to gimp themselves with a boatload of disadvantages instead of being taken out of the scene here and now .