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Saturday, March 13, 2010

[RPG][General] A brief aside, and More on Fight Dice-

With too few players available this past Friday, there was no game.
--Instead, after the SO got off work, we played Guillotine, which I greatly enjoy.

This morning, after breakfast, I had her roll up a Villains & Vigilantes character, and I then rolled one up for a silly, 'stop the super crooks' fighting scenario.
--I think she was more entertained by my character illustrations and the 'funny voices' than anything inherent about Powered individuals, anti-heroes or villains.
---The duo are the Frienemiests! -- Friend/Enemy Feminists:

* Danger Jane: 'Like the Punisher, but a chick.' -- her quote.
* Chequer: My Woman of Colour super-charisma, street-fighter with her own brand of energy-drink-soda. 'Chequer Cola, I love it!' -- With a Charisma 37 selling it, you'll love it too. ;)
---

Okay, that silliness aside, let's get back to Fight Dice that do the fighting.

I'm still too heavily invested in my 2d12 action mechanism to abandon it, but I've thought about rolling the Fight Dice alongside them, taking the highest roller of the FD to add to the 2d12s. This would make their inclusion of immediate value not only in the Strike, but also in the Damage, as every block of 5 greater than what necessary to Strike results in a Critical iteration:

1st +5: Maximum damage
2nd: Maximum + 1 rolled
3rd: Max. + 2x rolled
4th: Max. + 3x rolled
etc.

So, rolling a 5 or 6 on the highest Fight Die will generate a base-level Crit on an average roll of 13 versus a non-combatant-type (an unarmoured individual [AC10] in d&dish terms), and it only increases from there, with a rolled 30 (24 from the 2d12 + 6 from the highest d6 FD*) is looking like 17 over the non-combatant-type 'to-hit', resulting in Max. + 2x rolled damage. Ouch.

So, if I were to adopt this routine, multiple FD would nudge the Strike results ever closer toward Crits, without adding a lot of maths, as only the highest FD result would be added.
--I like this idea, as it plays with the positive probabilities without assuring high-FD creatures/characters vicious Strikes and Damage, meaning that a 0- or low-FD creature could still theoretically hold their own against a brute -- but not making this 'likely'.

Using this method would replace the FD# as a flat addition to Strikes, although Ability Score (and other) mods would still factor.

* = Shrimpy critters would be rolling d4s, Humanoids rolling d8's, and truly monstrous things would be rolling d10's or higher.

Thoughts?

2 comments:

  1. Guillotine rocks! Many an hour has been killed playing that little game.

    In regards to the FD mechanics, the concept reminds me somewhat of raises from Savage Worlds. I like it, but aren't you concerned about getting too mechanic-heavy?

    Just Curious,
    Flynn

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  2. Flynn, may I ask which part of it is rules-heavy-seeming?
    --The rolling of several dice, or the Crits methodology?

    If the latter, they are in place already as a function of the simple Strike mechanism.
    --If the former, then I could see how it may seem a bit 'empty' to roll multiple dice only to choose one to act as a 'bump.'

    Eager to receive your reply. :)

    ReplyDelete