Thread: [RPM] Questions
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Old 08-11-2016, 05:15 PM   #27
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Questions

Quote:
Originally Posted by Zarmonic View Post
But what about, as an alternate approach, using a slight variant of the rules given to generate what could be called a Malfunction Number like for firearms but for a spell? This has the benefit of being similar to something that already exists in the game and players are likely to be familiar with. In this this case, it seems we would get the same results if we set the base Malf number at 16 and then applied the inverse of the modifiers given.
Could you go into more detail on this please.
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