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Post by bizarrojoe on Mar 6, 2013 21:26:50 GMT -5
related to the assisted vs. required skill checks: i was just looking through ROC and there are quite a few required skill checks. all of the traps are required. if you see 3/IQ against traps, that is a required skill check. if you see 3/IQ+Charisma, that is an assisted skill check. nothing to keep track of. it's there in the adventure text. I understand the rules as they stand in the book. The idea I had was a house rule that allowed characters to attempt a required still check despite not having the required skill. The idea is that anyone can attempt to pick a lock or find a hidden path in the woods. However, if they're not trained in the task then the chances of accomplishment are very VERY slim. So, 5D6 vs the key attribute is a way of offering that chance. Looking at it from a probabilistic example: A character with DX of 13 and skilled in Stealth attempts to sneak past a nasty troll (which hypothetically is a required check in the adventure). Rolling 3/DX, the character has a 83.8% chance to succeed. Predictably, these are excellent odds. However, I think an unskilled character should be able to try the same task if they want to. So under the house rule, they roll 5/DX. Their chances of success are 15.2%; not impossible, but certainly risky. I originally went with 4D6, but crunching the numbers I see that with 4D6 there is 44.37% chance of success against a DX of 13. That's far too good odds for such a risky endeavor, in my opinion. So I think that letting a party attempt a 5D6 check once (and only once) is within the spirit of the game.
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Post by bizarrojoe on Mar 6, 2013 21:29:17 GMT -5
EDIT: want to make sure you know i'm kidding. my point is real but i'm mostly just messing with you. i prefer to drop the reach thing and gain the +2/+2 on all counterattacks. you should do what you like and works for you. your original post gave me the impression that you were thinking about dropping the reach stuff to regain 'balance in the force'. I understand Everyone should be able to develop a play environment that they feel works; there's never one right answer. If there was, then there would only be one version of D&D or GURPS!
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Post by Deleted on Mar 6, 2013 22:41:40 GMT -5
EDIT: want to make sure you know i'm kidding. my point is real but i'm mostly just messing with you. i prefer to drop the reach thing and gain the +2/+2 on all counterattacks. you should do what you like and works for you. your original post gave me the impression that you were thinking about dropping the reach stuff to regain 'balance in the force'. I understand Everyone should be able to develop a play environment that they feel works; there's never one right answer. If there was, then there would only be one version of D&D or GURPS! i think i might disagree with you on why the different editions exist, but if you're talking about stuff like Microlite20, Microlite74, etc. i would agree with you on why those exist. official editions exists largely to make money and to adapt to changing times/generations/waves/culture. i'm not the poster-boy of following the beaten path but i do try to stay within a stone's throw of it so i don't get lost and wind up speaking my own weird language that no one understands. oh well. guess it's too late for me perhaps there is another skywalker...
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Post by mister frau blucher on Mar 8, 2013 10:50:57 GMT -5
I miss a few days, and wow, a cool discussion breaks out.
Maybe I should lay low more often, eh?
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Post by Deleted on Mar 8, 2013 11:08:47 GMT -5
the true skywalker has arrived!
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Post by Lord Inar on Mar 8, 2013 13:25:30 GMT -5
I miss a few days, and wow, a cool discussion breaks out. Is that like going to a fight and a hockey game breaks out?
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Post by Deleted on Mar 8, 2013 16:29:46 GMT -5
I miss a few days, and wow, a cool discussion breaks out. Is that like going to a fight and a hockey game breaks out? that's a heck of a fight. were there any survivors?
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Post by Deleted on Mar 8, 2013 19:41:14 GMT -5
ok. we've lived, we've loved, we've laughed...i've had fried catfish and a beer... bizzarojoe wrote... the same can be done for a broken bow or wizard's staff. use whatever 'make-shift weapon' rule that works for you. you may want to consider crafting a rule that would also be appropriate for the broken sword. i think the half-damage method you were using for the broken sword would work for bow or staff or many other weapons. not sure if it seems appropriate for a broken Maul or Battle-Axe though. perhaps others will chime in with their 'make-shift weapon' rules. this is something i haven't given much thought to. just pulling rabbits out of my hat, i would make the damage D3 (derived from Unarmed) +1 for each damage die the weapon originally used. so, a broken bow (used like a club) would be D3+1. a broken staff = D3+1. all 1-H swords = D3+2. etc. personally, i gave up trying to craft broken weapon rules. #1 some weapons would not break i.e. dagger, hatchet, club?, mace?, sling, bows? daggers and hatchets are too small and sturdy. maybe a club or mace could break by 'fumbling it'. bows...i don't see it happening with normal use. there is a natural progression of resistance as you pull the string back. you'd have to be very strong and intentionally trying to snap a bow/crossbow by drawing the string (unless it is sub-par, old, rotted, or something). now, if you're trying to thwack somebody with a bow (as a club), then, yeah, it could easily break. i've decided that i will use 'dropped weapons' if i use fumbles and crits. dropped weapons don't create any sort of logical schisms in my fragile mind and it keeps things simple. a 17 is an auto-miss only and an 18 is an auto-miss/drop weapon. the extra damage on 3s and 4s scares the hell out of me in the hands of the enemy. i prefer that if a 3 is rolled, you get 1D extra damage and the opponent drops his weapon. if you roll a 4, you only get the 1D.
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