*** JUNK MAIL ***Re: re-[Rq-rules] Introduction
Styopa
styopa1 at gmail.com
Tue Jul 3 11:51:55 PDT 2007
>
>
> The question ends up being whether the extra layer adds enough to game
> play to be worth it. That can't be anything _but_ a subjective call.
>
My solution is to make it (fatigue, in this case) not a bookkeeping matter
at all.
It involves a little structure-fudging, but nothing that anyone in my group
has minded so far.
Anytime you roll %iles:
- if the roll ends in a "0" or a "5" it's a 'special'
- if it's otherwise successful, it's a special success
- if it's otherwise a failure, it's a special failure (I just
arbitrarily have something happen that's worse that a simple failure, but
not as bad as a fumble - mostly superficial and trivial, "color" events,
frankly)
- if it's doubles and even, it's a critical (success/failure) (22, 44, 66,
88, 00)...yes, I'm aware this makes crits less likely for anyone under 22%
skill, which I think actually helps the players vs unskilled mobs, which is
fine for me.
Any time a 0 comes up on a %ile roll, I throw a poker chip at the player for
him to hold. This represents fatigue, generally -10% to all skill checks,
-1 damage. They can be gotten rid of 1 at a time by resting for a round,
and rolling d20 under your CON.
Seems to be good fun for all, nobody has to calculate anything ("uh, let's
see, I have a 15% bonus to my skill, now, was that roll a special?") and a
quick glance around the table will show everyone who's wearing down or not.
The players actually love to see the big nasty bad guy's figure accumulate
pokerchips, gives them a sense of 'whittling' him down.
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