A One-In-A-Hundred Shot!
There's just under a 1% chance of rolling a 4.
I thought of a trait that a character may have, called "weak spot". This would be a hard-to-hit spot on a character, but one that's their most vulnerable spot. The rule for a character with weak spot is: "When this character is attacked in combat, if the attacker's DX roll is exactly 4, the character is hit and the character's HP falls below zero." What are your thoughts? |
Re: A One-In-A-Hundred Shot!
A neat idea, but TFT is pretty deadly already. A 4 already means double damage, after all. I'd be reluctant to make Combat even deadlier.
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Re: A One-In-A-Hundred Shot!
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In principle, I like the idea of a Weak Spot (presumably taken as a weakness at character creation, to earn extra points). But a roll of exactly 4 already automatically hits and does double damage, so I think there's probably a better way to implement it. Something similar to Aimed Shots perhaps, but without the aiming. |
Re: A One-In-A-Hundred Shot!
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Re: A One-In-A-Hundred Shot!
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If you want exactly 1 in 100 though, you needn't limit the roll to six-sided dice. Just use a couple of d10. Or one of those big d100 golfballs that take twenty minutes to stop rolling. ;) |
Re: A One-In-A-Hundred Shot!
It wouldn't work for us. I'd say in an average session we probably have 4 fights? And in each fight a character might be attacked 3 or 4 times depending?
So for our group, a dozen or so 1 in 100 chances of instant death. per session. The odds of surviving just a few sessions start to get long, and there's no way to XP yourself out of the problem. Maybe it would work if the odds were longer, eg roll of 4 triggers an insta-death check, and you roll against.... something. |
Re: A One-In-A-Hundred Shot!
Frankly, I think doing double damage already represents this (and hitting triple damage 0.463% of the time, even more so). In effect, the whole "determine if you made a critical hit" thing is inherent in the system and not something you have to fiddle with anymore. Not only that, but we get a system which has two different LEVELS of criticality (double damage or triple damage) all of which are determined with a single dice roll. Even better, that same dice roll ALSO determines if we had a totally catastrophic screw up at the same time. If we roll high enough we can drop or break our weapon -- which creates all sorts of negative consequences -- and again all in the SAME dice roll. I cannot think of a more elegant and simple way to do that and thus eliminate whole PAGES of rules that would otherwise govern this sort of thing. It was brilliant!
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