Game Design: Acuteness Scale (6) / Impact Scale (3 sub)
This material is not meant for Players or GMs; This is part of design, development and testing and is intended for that audience to assist in creating and assessing Incarna materials.
This is a scale in which adjustments are negative (moving the outcome towards Failure) and positive (moving the outcome towards Success). The [positive] elements of the scale are referred to as the “Impact Scale”.
Zero Representation? Elements using the game scale, but having no representation/expression, have no label other than “Normal”, but are not displayed by default.
Singular Representation? None – singular representations are dealt with external to the scale.
Acuteness: Negative
Negative Representation? Mirror Scale:
- Feeble (typically -4) The least level of representation on the [negative side of the] scale.
- Weak (typically -2)
- Dull (typically -1) The most common level of representation on the [negative side of the] scale.
Full Acuteness Scale Implementations
Acuteness: Positive (“Impact Scale”)
Many, many elements will use the Positive Acuteness Scale (also referred to as the Impact Scale), having an expression of the three [positive] values that are doubling or near-so impact.
- Minor: (typically +1) The most common level of representation on the [positive side of the] scale; a sharpened level.
- Major (typically +2); a strong level.
- Significant: (typically +4) The least level of representation on the [positive side of the] scale; an acute level.
Positive Acuteness Scale Implementations
Includes the non-scaled value measure of “Flat” (one time) costs.