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#1 |
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Join Date: Feb 2008
Location: Dayton, Ohio
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Just over, to be precise: 1.38%
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. |
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#2 | |
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Join Date: Feb 2016
Location: New Jersey
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Yes, I was thinking backwards. I meant that the average is one in just under 100 hits!
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Daring adventurers are invited to join The Fantasy Trip Discord server: https://discord.gg/Z7AtdCe Ogre gamers unite: https://discord.gg/VmfVkuh Last edited by ParadoxGames; 05-05-2019 at 07:49 PM. |
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#3 |
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Join Date: Feb 2008
Location: Dayton, Ohio
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(?) 3 in 216 is the same as 1 in 72.
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. ;) |
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#4 |
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Join Date: Mar 2018
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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. |
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#5 |
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Join Date: Nov 2010
Location: Arizona
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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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