[Rq-rules] Conversions

Lance Dyas lancelot at inetnebr.com
Tue Aug 14 06:38:33 PDT 2007


Roger Benham wrote:
>
> By the sound of it, the D&D module is trying to impose a penalty 
> anyway- I'd be tempted to keep the time penalty unless someone 
> specialed or criticalled it, in which case they could have it in 1/5th 
> or 1/20th of the time.  Otherwise, apply the percentage of the skill 
> roll of the skill and use that as the time lost- a 50% search roll 
> comes up as a 25, so it takes half as much time.
>
Break the task up into segments and it might be fun..
a strong downstream current
and a near the rocks and a shallows
behind the rocks and the under tow after
wards ... allow a dive perhaps off the
early parts of the journey might be avoided with a
good dive after climbing a nearby tree. etc.

A roll that simply failed due to current speed could mean no progress 
this segment
or being pulled down river (and loose fatigue points if you like the 
complexity)
not necessarily drowning or you "cant" make it across.

A critical might get you past two segments of the journey but that could 
sap some of the fun...
maybe they are so unstressed due to good swimming they notice something 
special embeded
in the rocks.

A similar roll that failed when they hit the under tow part of crossing 
the river could result in d4 points of
"drowning damage" and when it was at the rough part it would be "Scraped 
on Rocks" d6

Make a swimming roll versus in quiet calm waters +10%
normal stream current 0%
mild current it rained last night but this isnt the mountains or desert -5%
Make it versus strong Current at -10%
very strong current -15
at extremely strong Current at -20%

having one weak swimmer failing and requiring rescue could also be exciting
because a paniced person is harder to fight than strong current.

Most game systems make non combat non fun.. even RQ requires the GM to 
work at it.




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