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Magic Proposition Two

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Magic Proposition Two

Written by Anonymous on AnonIB Rodentia.


Introduction

Hey there ra/tg/uys!

I hope I'm not being too forward with this but I had an idea on how to adjust the system. From what I read of the proposals and the posts on 4chonz the magic system seems to be well liked but missing a few things:

  • opposed checks
  • a clear way of integrating the stat (it is right now completely skill based)
  • and a way to set the difficulty of a task (it is completely dependent on the character)

While I don't like to complicate the system, it seems that as it is now it's simply not possible to fix it without making lots of exceptions which results in a inconsistent system.

I tried instead to make a (hopefully) not too complex change.

TL;DR

tl;dr aside, here's the idea:

Roll [stat] keep 3 and use the magic system for simple checks and the combat system for opposed checks.

  • Opposed checks are now simply roll lower than the opponent. Simple checks still use the very elegant doubles = success; triples = crit.
  • The stat now affects the roll. Even better, there is no need for even arithmetic. You simply read the stat to see how many dice to roll and the skill to see what kind of die to use.
  • The difficulty of the task is an adjustment to the amount of dice. An average task is +0, a somewhat difficult task is -1 and an extremely easy task is +3 for instance. Of course this can also be used for beneficial/detrimental circumstances.

Examples

Hamster Bob and the Gap of Doom

Hamster Bob has to jump over a gap in the ground or fall to his doom. The GM rules that this particular gap is average and makes no difficulty adjustment. Hamster Bob's Dex is 5 and he is a Journeyman in Acrobatics. He rolls 5d8 for 8,7,5,4,7. He discards the 8 and 5 and has 7, 4 and 7. Hamster Bob survives!

Hamster Bob Builds A Table

Hamster Bob is trying to craft a table. A rich client wants a particularly beautiful table so the GM rules that the difficulty reduces the dice by one. Because Bob only has access to low quality tools the GM subtracts another die. Fortunately Hamster Bob is an Expert in Woodcraft. In the end he rolls 3d6 for 4,2,2 and succeeds.

Hamster Bob vs. Cat

Hamster Bob is in a fight with a Cat and the cat has managed to get him to the edge of a cliff and is about to push him off! The Cat starts pushing Bob and Bob starts fighting back. This is an opposed check. Bob is a particularly strong Hamster with a Str of 6. However, all that time spent crafting wood and jumping over gaps has left him with little time to train his fighting skills and his Brawl is Apprentice. The Cat is hueg and has a Str of 10.

He is also trained in battle and is an Expert at Brawl. Since there is a very strong wind blowing in favor of Bob the GM rules that Bob gets one extra die.

Cat rolls 10d6 for 1,4,6,4,1,1,3,3,3,6. He keeps 1,1,1 = 3 Bob rolls 7d10 for 2,5,3,9,2,4,3,. He keeps 2,2,3 = 7 The Cat rolled lower and thus wins the opposed check. He also gets a triple so he crits.

Hamster Bob is pushed off the edge and the GM declares him dead ;__;

Final Thoughts

Of course these stats may not be feasible at all, I'll do some mathfaggotry if this idea is accepted to see the chances of stuff happening. We'll also have to decide what happens if one person crits but the other rolls under him and a few other loose ends but this is the basic idea. Note that this is perfectly usable in a battle system: the battlesystem would consist of weapon stats, thrust/slash/bludgeon, block/dodge/parry, wounds and the like but the actual roll would be an opposed skill check, exactly as any other opposed check.

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This page was last modified on 20 August 2007, at 06:22.
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