S u p e r i o r
More of an interest check if anything, but I had been kind of juggling the idea of low/high-stakes DM'd threads/missions that can be performed by a small-ish group of writers and just testing a system I think would be fun for such cases; low stakes as in characters involved are not in any direct danger of dying (Unless you are feeling really adventurous and letting fate decide for you). I also want to preface this that if you or someone you may know might be interested in adopting this "system" you are more than welcome to for your own factions/missions/etc. you can use it as a framework and modify it to your liking. This is mostly just a for fun/shits n giggles type idea for people who aren't particularly pressed on whether their character succeeds or fails.
I had been thinking of making use of the dice system to perform pseudo D&D lite missions that small groups can perform, using a relatively simple system. Introduce a little chaos and RNG into your writing.
The Basics
Anyways, I think that's enough word vomit. I'll open up the floor to you all for thoughts, suggestions, ideas. Love it? Hate it? Would it be something that you'd be interested enough to participate in? Gimme your input or take a crack at it yourself. If it is something that interests enough people, I'll work on refining an 'official' ruleset and perhaps open up a sign-up thread.
I had been thinking of making use of the dice system to perform pseudo D&D lite missions that small groups can perform, using a relatively simple system. Introduce a little chaos and RNG into your writing.
The Basics
- Actions
- Every action performed is done with a d20, for simplicity's sake, you either succeed or fail every time you roll, it's more or less a coinflip. Odd rolls are considered fails on the action performed while Even rolls are considered successful actions. You make a post, if an action(s) is included, then you roll in the initial post and the roll would determine the outcome of your next post, and essentially the next post you make just details how you either failed or succeeded.
- Character A starts a post and says they're going to slice a panel.
- Rolls Odd - Character A's next post details how their attempt failed. They can continue said post by trying again, in which case roll and see if you succeed/fail. Rinse and repeat as many times as desired.
- Rolls Even - Character A's next post details how their attempt succeeded. You can now continue your post by starting another action, in which case, roll again within that post to determine next post's outcome or go into a neutral state and not roll.
- Character A starts a post and says they're going to slice a panel.
- Optionally, you can scale your failure/success outcome based off the value of the roll ie Rolling a 2 you can detail how you were just barely able to succeed whereas an 18 you succeeded effortlessly. Up to you, mostly just a flavor thing. We're not all perfect at what we do, we may barely get it done, who knows.
- Every action performed is done with a d20, for simplicity's sake, you either succeed or fail every time you roll, it's more or less a coinflip. Odd rolls are considered fails on the action performed while Even rolls are considered successful actions. You make a post, if an action(s) is included, then you roll in the initial post and the roll would determine the outcome of your next post, and essentially the next post you make just details how you either failed or succeeded.
- BIG Naturals
- Nat 1's and Nat 20's follow the usual ruling of something either catastrophic or amazing happening, really it's up to you on how that outcome is written.
- Ideally, the Nat rolls are reflective of the situation. Using the example above, any further attempts to slice are rendered impossible on a Nat 1 while rolling a Nat 20 may give you complete access to a system, or getting one of your limbs entirely disabled in an injury (Nat1) or how you manage to bounce a shot off of 3 different surfaces to nail a collateral headshot (Nat20) in a combat scenario. Again, completely up to you how you write it out, but make it feel like it measures up to the roll.
- Nat 1's and Nat 20's follow the usual ruling of something either catastrophic or amazing happening, really it's up to you on how that outcome is written.
- Expertise
- Probably the most experimental aspect that I had been considering. Obviously, there are some things your character is good at so there should be some ways to ensure you're not failing all the time at something you're good at and giving you a chance to reroll a failed action. A second chance if you will to force Fate's hand. We'll call these second chances Expertise Rolls to make it easier to read/understand as a mechanic.
- Expertise is going to be based on generic roles, such as Tech, Combat, Medicine, etc. This can be however broad/specific you want it to be, but I think for specific situations it's better to be a little more on the nose. So if you're a doctor or a medic, your Expertise Rolls would be used for actions involving anything medicinal/surgical, etc.
- Still trying to figure out whether I want Expertise to just be a generic catch all for rerolling any failed roll or if it is going to be specifically only for rerolling a particular action, ie Your Expertise is in Combat, so you can only use Expertise Rolls for actions involving combat.
- Also trying to decide if I do go with the thought of having Expertise divided into roles, how many roles can be had which would probably impact how many Expertise Rolls you'd get for each roll. ie Your Expertise is in Tech/Combat therefore you can divide your Expertise between those two and have one hold more rerolls than the other or it all just gets put into one pool without worrying about roles.
- Haven't quite nailed down how I would want this system to work but here are a couple ideas.
- Give a flat/modest amount of Expertise Rolls to everyone.
- Give individuals a specific amount of Expertise Rolls based on their character's overall experience level ie An Apprentice gets X, a Knight gets Y, a Master gets Z, etc.
- Each individual rolls a 1dX at the start of the thread to determine how many Expertise Rolls you get to use for the duration of the thread.
- Small starting pool of Expertise Rolls + Gain a free Expertise Roll every time you roll an 18, two if you roll a 20.
Anyways, I think that's enough word vomit. I'll open up the floor to you all for thoughts, suggestions, ideas. Love it? Hate it? Would it be something that you'd be interested enough to participate in? Gimme your input or take a crack at it yourself. If it is something that interests enough people, I'll work on refining an 'official' ruleset and perhaps open up a sign-up thread.