Jim McClain Presents: Star Trek Adventures, the Power of Momentum

By Jim McClain

As someone who has been playing STA with a good gamemaster (‘Nathan Smith) to try to learn how better to master the game so I can run my Challenger campaign, I’ve discovered something as a player (and retired math teacher): You should always spend one momentum on an ordinary task roll if you have one. You have just about the same chance of getting three successes on a 2D20 roll (and regaining the momentum spent) as you have of failing the roll in the first place, all the way down to a success roll of 12 or so.

In other words, you’re either going to get the point back immediately, or you need it to even have a chance to succeed.

I did some math on my blog if you’re interested: Check it out!

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