Showing posts with label Quick Resolution. Show all posts
Showing posts with label Quick Resolution. Show all posts

Thursday, May 31, 2012

Quick Task Resolution for BtPG

Many of you may remember a quick resolution for the LBBs that I proposed a few weeks ago. That one was based on d10s. Well, in BtPG I am keeping player operations using d6s, so that system needed a slight re-write. I've also included some guidelines for keeping it from getting out of hand.


Quick Task Resolution
Many tasks undertaken by adventuring characters may be considered to automatically succeed. It should be relatively obvious, based on class, which tasks fall under this. There will be certain tasks, and instances, where success isn't so sure, and success must be randomly determined. There is no skill system, as such, to govern such things. There are, however, opportunities for a character to improve in his abilities to perform specific tasks.
The player will roll 2d6 and add the appropriate attribute. Consult the following chart to determine further modifiers:

If the task attribute is . . .
and the class is . . .
Add . . .
STR
Might
Level
CON
Might
Level
DEX
Mien
Level
CHAR
Mien
Level
INT
Magic
Level
WIZ
Magic
Level

Other modifiers may apply, as appropriate, such as rope and climbing gear for attempting to scale a mountain cliff. These modifiers should normally be +1, perhaps rarely +2.
The referee will roll 2d6, modified by the particulars of the attempt, such as weather, lighting, or any other factors deemed to bear on the task. The player's roll must equal or exceed the referee's roll.
If the player's roll should be a natural “12” (two 6's), the character has gained some special insight into performing the task at hand. He is said to be “good at” whatever the task was. Note the task on the character sheet. From then on, whenever the same task is attempted again, the player rolls 3d6, keeping the best two. Subsequent 12's grant a +1 bonus to future rolls.
Limitations
A character may be “good at” no more tasks than his level, nor may any additional bonuses exceed the character's level.
For example, a third-level character may be good at three particular tasks, and may have a maximum bonus of +3. So, a “thief” (character of Mien) of 3rd level could be good at Opening Locks, Sneaking, and Fast Talking, meaning the player will roll 3d6 when attempting those tasks. He could also have up to +3 in additional bonuses, so he could have Sneaking +2 and Fast Talking at +1, or any other combination that is no higher than +3.
Should a character who is at his Good At maximum roll another “12” he has the following options:
If the task was something the character was not already Good At, he may replace one of his other Good Ats;
If the task was something he was already Good At, but his additional bonus for the task is less than maximum, he may add +1 to his Good At by reducing the bonus of another Good Ar.
For example, continuing with the Thief from above, he is Good At Opening Locks, Sneaking +2, and Fast Talking +1.
Example One: While attempting to Sneak the player rolls a “12”. He can decline the additional bonus on future rolls and nothing more happens, or he can opt for an additional +1 to future Sneaking rolls, but will have to forgo the +1 bonus to Fast Talking, as his total maximum bonus is +3.
Example Two: While attempting to decipher an ancient treasure map the player rolls a “12”. The player can simply decline to become Good At Map Reading and nothing further happens or he may opt to become Good At Map Reading, but he will have to drop one of his other Good Ats.

I hope that isn't too difficult to follow, my words are flowing a little sluggishly this morning.

Saturday, April 21, 2012

Quick Resolution Mechanic Further Thoughts

Side note: I try to maintain a relatively steady stream of posts. They all have some substance and meaning, at least I hope that comes across. Sometimes, though, I rush them off before they are fully developed. Such was the case with the Quick Resolution Mechanic post.

So, I was thinking on it some more, and at the risk of sounding boastful, I've realized the loose nature of it has some neat advantages:

The roll made by the referee (hereafter called the Difficulty Roll) can be modified based on objective and subjective bases.

  • Objective would be a flat modifier based on the determined difficulty. Obviously, characters with higher relevant stats will be better at this tasks.
  • Subjective would be modified by a percentage of the character's relevant stat. This represents the fact that certain things are difficult no matter how much raw ability you have. It levels the field, so to speak, without totally disregarding raw ability.
The variable nature of the Difficulty Roll keeps things tense and exciting. Critical Success/Failure can also be introduced, which will add to the potential dramatic tension of the situation.

I had thought of more, but they escape me right now. I'll build on this as more ideas come to me. I think this idea has a fair bit of potential. I was also thinking it needs a clever name, so I came up with R.A.R.E. Ridiculous Acronym (for a) Resolution Engine. Just kidding.

A Quick Resolution Mechanic

I don't like skill lists in D&D. The words "Feats" and "Proficiencies" make me itch. There are, however, times when a random outcome needs to determined. It isn't unreasonable to assume that some characters will be better at some tasks than others. What is undesirable, at least to me, are lists, restrictions, and hard-and-fast applications. Such a system should be fluid and malleable to the specific situation and participants. In that regard I give you my Quick Resolution Mechanic, which includes guidelines for characters becoming, let's say, reliable, at certain tasks.
 
Quick Resolution Mechanic

Basics: Roll d10+relevant stat and any other reasonable bonuses (arrived at by mutual agreement) VS. Referee roll of d10+modifier (based on situation/adversary). Obviously the higher the mod, the more it cancels character's bonus, making it a wash. It can exceed the character's bonus, meaning the character is relying on dumb luck and/or divine providence.

Here's where it gets interesting
If the character should succeed and his roll is a 10, note what was specifically rolled for, ie sneaking, high jumping, bluffing, etc. From then on, whenever that conflict is tested again, the player rolls a d12 instead of d10. Anytime a d12 resolution check succeeds and is a 12, note a +1, +2, and so on, beside the check. From then on, that modifier is added to the player's d12 roll. The maximum bonus is +5.

Please feel free to offer comments and (constructive) critiques.