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Monte Cook On Fumble Mechanics
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<blockquote data-quote="Imaro" data-source="post: 7695713" data-attributes="member: 48965"><p>I think you're supporting my assertion here... The suggested GM Intrusions given for the monsters are much more varied than "held back forces to attack later"... now unless we're going to make that (holds back forces in reserve) an intrinsic nature of every creature in the Ninth World... and thus changing the canon nature of numerous creatures as they are written in the book... I'm not sure how this can be a conceit of the Ninth World... and that's with it still lacking an in-world justification. </p><p></p><p>Now in bringing the suggested Intrusions for opponents to my attention I think (and because of the Cypher system's rule that only players roll dice) you've helped me establish another category of GM Intrusions (on a rolled 1 ) that satisfy @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em>'s 3 criteria </p><p></p><p></p><p></p><p>I think that almost any (there are a few I've seen that circle back to a failure on the character's part... like the failure to notice more of them) GM Intrusion based around an opponent (after the player rolled a 1) will meet all of these criteria... do you agree?</p><p></p><p>EDIT: Some examples of of the GM Intrusions I am talking about...</p><p></p><p>Creature: Sarrak</p><p>GM Intrusion: The sarrak acting out of turn takes control of a device that the character is about to use against it. The sarrak deactivates the device or perhaos turns it against it's owner.</p><p></p><p>Creature: Ravage Bear</p><p>GM Intrusion: In it's rage, the beast makes an extra attack with a +2 bonus.</p><p></p><p>Creature: Ghost Crab</p><p>GM Intrusion: A PC damages or removes one of the Ghost Crab's front claws, causing the creature to quickly spin a new one. The new claw is nearly twice as large as the first, increasing damage to 8 points.</p><p></p><p>Creature: Dread Destroyer</p><p>GM Intrusion: The dread destroyer activates an energy surge that repairs 1d6+4 points of it's own damage and makes an electrical attack that inflicts 20 points of damage on a single target.</p><p></p><p>These are all...</p><p>1. events outside normal failure.</p><p>2. not due to any major screw up by the character</p><p>3. are or can be easily made causally related to the actions taken by the PC.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7695713, member: 48965"] I think you're supporting my assertion here... The suggested GM Intrusions given for the monsters are much more varied than "held back forces to attack later"... now unless we're going to make that (holds back forces in reserve) an intrinsic nature of every creature in the Ninth World... and thus changing the canon nature of numerous creatures as they are written in the book... I'm not sure how this can be a conceit of the Ninth World... and that's with it still lacking an in-world justification. Now in bringing the suggested Intrusions for opponents to my attention I think (and because of the Cypher system's rule that only players roll dice) you've helped me establish another category of GM Intrusions (on a rolled 1 ) that satisfy @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I]'s 3 criteria I think that almost any (there are a few I've seen that circle back to a failure on the character's part... like the failure to notice more of them) GM Intrusion based around an opponent (after the player rolled a 1) will meet all of these criteria... do you agree? EDIT: Some examples of of the GM Intrusions I am talking about... Creature: Sarrak GM Intrusion: The sarrak acting out of turn takes control of a device that the character is about to use against it. The sarrak deactivates the device or perhaos turns it against it's owner. Creature: Ravage Bear GM Intrusion: In it's rage, the beast makes an extra attack with a +2 bonus. Creature: Ghost Crab GM Intrusion: A PC damages or removes one of the Ghost Crab's front claws, causing the creature to quickly spin a new one. The new claw is nearly twice as large as the first, increasing damage to 8 points. Creature: Dread Destroyer GM Intrusion: The dread destroyer activates an energy surge that repairs 1d6+4 points of it's own damage and makes an electrical attack that inflicts 20 points of damage on a single target. These are all... 1. events outside normal failure. 2. not due to any major screw up by the character 3. are or can be easily made causally related to the actions taken by the PC. [/QUOTE]
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