Thursday, June 23, 2016

System Mechanics: Chance, Luck and Desperation:

In the process of designing FARAD, I put heavy emphasis on the choices that players and the GM would make, with a dash of randomness thrown in to represent unforeseen consequences, as well as the randomness of nature, including not getting to pick everything about character creation (dice rolls for mutations, dice rolls for affinity unless the GM allowed differently, dice rolls for statistics, etc).  There was also a bit of randomness allowed with luck as well.  While the majority of the system remains unchanged, there is a slight tweaking being done today.

Every day (not session), any being gains 1d10 for use in combat and 1d10 for use outside combat which do not roll over to the next day.  These are known as chance dice, and not using them may be rewarded by the GM, but if one does use them, they burn it until the next day.  In doing so, the 1d10 is rolled and the result is added to whatever attempt was made, as per the type of chance die used.  Once a combat chance die is used, a roleplay chance die may not be used until the battle ends, through victory, defeat, retreat, or truce.  Likewise, once a roleplay chance die is used, a combat chance die may not be used until entering into battle, though combat training sessions against an opponent do still count as battle, while those without an opponent would utilize roleplay chance die if not yet burned.  Chance dice must be declared before use, not after the result of an action is narrated.

Players and other beings may also gain luck points, a pool of dice which may be either positive or negative, gained through risky choices, due to actions that their culture believes bring good or bad luck, in addition to their karma choices.  They, and all other characters, gain LP based on their actions, positive for any action that helps an individual and are selfless, and negative for those that only help the character or another individual selfishly without regard for others involved.  Actions done out of self-defense such as in combat initiated by someone or something else, do not affect LP unless a character is superstitious and harming the particular foe brings positive or negative luck according to their culture, such as shooting or stabbing an unarmed man, etc.  Previously luck points utilized various different dice, but due to the shift to solely 1d10 quite some time ago, that needs adjustment and further revision.  That said, luck point die have five possible outcomes, with the resulting roll shown here as to what effect it has, with the first portion before the slash being for positive luck point die results, and after the slash being for negative luck point die: 1) roll 1d10, the result is a penalty when a positive die is used, and a bonus when a negative die is used.  2-3) no change.  4-5) roll 1d10, divide the result and round down, bonus when positive, penalty when negative.  6-7) roll 1d10, the result is a bonus when positive, penalty when negative.  8-9) roll 2d10, the result is a bonus when positive, penalty when negative.  10) roll 2d10, the result is a bonus when positive, penalty when negative, and double whatever statistic or attribute current score is used specifically for that action if positive, halve it if negative.  Luck point dice must be declared before use, not after the result of an action is narrated.

Finally, we come to the latest addition to the system mechanics, desperation dice.  This particular dice come into play any time a being drops to 10% of any particular statistic (excluding luck points) or attribute in a challenge.  They cost 1 point per statistic or attribute they have dropped that low on, but allow a 1d10 chance of doubling their actions until the statistic or attribute either reaches zero, or has gone above the 10% line.  If rolling: 1) roll a 1d10 penalty to their actions that turn due to blindly flailing.  2-4) there is no change to their actions that turn, and still costs the point.  5-7) no change, but recover the point that would have been spent.  8-9) roll 1d10 bonus to their actions that turn.  10) roll 2d10 bonus to their actions that turn and double their updated score for a single action taken that turn.  Desperation dice must be declared before use, not after the result of an action is narrated.

Finally, a player or being may not use a combination of chance, luck point or desperation dice within the same turn.

1 comment:

  1. The chance die is kinda bad idea. They don't do anything. They represent dumb luck. You get one a day, why? What do they represent? You could get rid of those and be okay.

    Luck Points don't sound like luck. If they're the result of something, they're Karma Points. Luck isn't a real thing, but in games it signifies favorable odds. Luck points could be a once per session thing. You spend one and its gone, comes back the next session.

    I think in general, make thing simple. If I had to read about 3 differnt kinds of variable dice, I probably would walk away from the system. That's not to say that others wouldn't. Someone may like that level of detail. But, on a personal level, games should go smooth.

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