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  • MajorHavoc@lemmy.worldtoRPGMemes @ttrpg.networkOl' Reliable
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    10 months ago

    I like to roll a d4.

    4 - Adlib an outcome that is favorable to them, beyond all reason. With my players, sometimes this just means nothing at all happens. In these cases I’ll use anything to make it work out for them, from divine favor, to a key NPC breaking rank “I always loved you guys!”

    3 - They achieve what they hoped for, and as many weird (but reasonable) side effects as I can think of also happen.

    2 - As little happens as is reasonably possible. Often, with my players, that means just 6d6 fire over a 20ft radius. Often after having whatever they tried misfire first, only to have them try again.

    1 - I unpack a nice handful of d12 and roll for blast radius, save DC and damage.

    Modified, of course, for the situation.

    Specific damage on a 2 or 1 should - like anything they couldn’t reasonably prepare for - be attention grabbing, but unlikely to be lethal. A 2 should as anticlimactic as reasonably possible.



  • In epic scaled games, I work around this with a “reroll at -20”. So the rogue in this case would have had about a 25% chance to recover on a DC10 check.

    I also always include an in-game explanation. In this case, I would have made it a huge flashy “boon of insight” from the Paladin’s deity.

    Then it’s all the more fun if the rogue actually manages the re-roll. “Dude, I even tricked your god!”

    I would also RP right into it. “A voice from on high intones ‘I dunno, seems legit, to me.’”

    Similarly if the rogue actually fails:

    “A voice from on high intones ‘Seriously, you need to stop falling for this crap. I’m going to send you an amulet of insight or something. What’s your next stop?’”
















  • Since I’m enjoying the different rules shared here, here’s a (from memory) rendition of the Fate RPG rules on encountering lethal amounts of damage.

    DM and player discuss and assign an appropriate and interesting condition that moves the game along. That condition may be “dying” or could be something more interesting.

    Players and the GM can invoke the new player condition to gain benefits and make other rolls easier or harder. (The core FATE rule.)

    Weirdly, this covers a lot of interesting cases really well:

    • the GM can invoke “dying” to keep the dying character from monopolizing the remaining combat in un-fun ways, and make it (taking lethal amounts of damage) have an in-game cost.
    • the GM can invoke the “dying” condition in other ways to nudge players to find a way to lend aid ( like granting a character “encumbered” while they carry the “dying” character around)
    • the “dying” player may be able to invoke “dying” as an “I’m very motivated” bonus if they’re doing something very in-character that matters to their character
    • “unconscious”, “prone”, “mostly paralyzed”, can be a useful on-and-off conditions to represent recovery rolls that go badly

    For GMs running a game of FATE, I recommend watching the “The Princess Bride”, which milks the “dying” condition for interesting moments, in many delightful ways.