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I think the thing I enjoy the most out of CoC is how much the combination of setting and roll-under system allows for varying levels of outcomes. Sometimes (often) an extreme or critical success is good! Sometimes, doing the thing you want too damn well is actually really fucking bc of The Horrors!

One thing that we settled on as a repeat, joint roll last campaign, was letting one character roll for a success in one stat, and a *failure* in the other, at the same time, to do something extremely specific. But it's also just nice to have the option of smth going wrong bc of /too/ good rolls.

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This probably comes from some bleed-over from "you get what you want, in the worst way" type of ttrpg systems, but it also helps add more room to move with fumbles and failed push rolls. And those aren't necessarily any new ideas, but having the different success and failure benchmarks in the rolls+