Quote:
Originally Posted by xenopulse
Now, interestingly I didn't see mentioned in your review what I consider the heart of the conflict resolution system: the AP offering system. That is, whenever the Hunter takes an action, she describes it and makes it as effective and cool as possible. The Challenger then offers a certain level of success (APs). The Hunter can accept or roll the dice instead. This promotes engaging narration and is also the place where you bring in your drives, beliefs, and other traits that you can't numerically use in a roll (see page 64: "You can utilize not only your character's abilities, but also his motivations and passions"). Because those are going to prompt the Challenger to a higher offer if you use them well.
That aspect is also important because if you always just roll the dice, conflicts take a lot longer and tend to drag. The whole game was built for people who want to go beyond just rolling the dice every round. If people are going to play with their spouses, therefore, make sure they're into stepping up to the challenge of providing that narration 
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Absolutely, I see that mechanic as being very useful to drive forward good description and clever ideas. There's also a strategic element to it by calculating the average and knowing whether the other player is risk adverse. It's not unlike Stunting in its various forms in other games, but with the option to avoid dice rolling altogether if the player accepts the AP offer.