10-21-2020, 08:35 PM | #1 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Complementary Rolls in Combat as Resource Mangagement
So a few weeks ago Mailanka (the Psi-wars guy) wrote a post and an experimental alternate rule for complementary rolls in combat. Instead of adding an extra roll to every attack, he suggested the following scheme:
Quote:
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-23-2020, 04:52 AM | #2 |
Join Date: Dec 2006
Location: Meifumado
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Re: Complementary Rolls in Combat as Resource Mangagement
Are Complementary rolls limited to one per session? If not, then that's an arbitrary limit that could be dropped, as long as the 1:1 ratio (for skill 10) is maintained somehow. The -1 roll would have to occur randomly or unpredictably so that the player wouldn't just burn it on dud or easy shots.
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10-23-2020, 05:41 AM | #3 |
Join Date: Jun 2010
Location: Dreamland
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Re: Complementary Rolls in Combat as Resource Mangagement
I definitely like 10 and 16. I don't know if it needs to be once per session, it could just be a build up; With 10 you can get +1s and the GM can give -1s but will usually only give them out to keep up with yours. Although maybe I just don't know the rules for complimentary skills well.
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10-23-2020, 05:58 AM | #4 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Complementary Rolls in Combat as Resource Mangagement
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My brain had parsed the rolls at "once per combat", not "once per session". That is really rare. I think I like the "per combat" number more, though a long combat could stand to have a few more rolls. And the ability to have the penalty show up randomly or to be aimed at the player is important, I agree. Its the one thing that makes me nervous about using it with acrobatic dodge. Though if you are acrobatically dodging with acrobatics 10 you deserve what you get.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-23-2020, 06:48 AM | #5 | |
Join Date: Sep 2007
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Re: Complementary Rolls in Combat as Resource Mangagement
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If you find the mechanic balanced, there's no reason to have a "once per" limit. Players just use the ability at will, generating that many more penalty points for the GM. Obviously there's more plusses than minuses in the system -- but then, many games are skewed so the heroes can be heroes, with many a version of some sort of hero point system. The black and white discs from Othello are pretty handy for tracking "karma" style resources where using one gives a point to the opposition. Just flip them over when they're used; add and subtract to the total pool if that changes. If you have a per-session or per-combat limit, that's the pool size in this case. Start them off white for the PC; flip them to black for the GM when the PC spends a point; the GM just removes a black one when he spends his points, and when you're done, you're done. |
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10-23-2020, 08:42 AM | #6 |
Join Date: Dec 2006
Location: Meifumado
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Re: Complementary Rolls in Combat as Resource Mangagement
Sure, but if the PC is free to use it on every shot, or every other shot, he'll know which shots will be penalised.
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