Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
By Crom! Modiphius is Making a New CONAN RPG
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="modiphius" data-source="post: 7671173" data-attributes="member: 6696016"><p>Hi there, </p><p></p><p>"Thus, if you had Attribute 9 and Skill 2, you would gain a success for every time you rolled 11 or less. And, you would gain an additional success if the die was also 2 or less."</p><p>- actually you need to roll under the total of your Attribute and skill (11 or less) and you get a success, then if you roll under your skills 'Focus' you get a second success. Player's then have the dilemma of increasing their Skill total (expertise) so they have a greater chance of getting a success, or their 'focus' so they are more likely to have a great impact with their success. </p><p></p><p>"This is a part of the rules I'm fuzzy on: Do Crit Failures not also cancel out successes? Or, is it only normal failures? If so, how is a successful task rolled with a failure?"</p><p>- a success and a Repercussion (<span style="color: #ff0000">it's only a critical fail if you rolled a 20 on one or more d20's AND failed the test </span>) means the GM takes 2 Threat if they can't think of anything, but the repercussion is basically something inconvenient - the characters causes an unwelcome noise, steps out of the shadows or cover, causes some form of insult, slips on the cliff, drops something etc. A critical fail - two 20's would make this much worse, let alone with the consequence of failing the test. </p><p></p><p>"A player can throw any number of dice when making a task. (I'm fuzzy about this, too. I think it is correct.) More dice gives you more chances to roll successes, but it also gives you more chances to roll failures and Critical Failures."</p><p>- every extra d20 you roll on top of the basic 2d20's costs one Threat which is given to the GM (there's an endless pool of Threat to give to the GM if you're silly enough to use it...). </p><p>- In addition to your note re Momentum players can make up stuff that they do with their momentum, swinging wildly off chandeliers, kicking multiple heads in etc etc.</p><p></p><p>"Bad Points can be spent to introduce unforeseen problems. The GM uses these points to make things worse for the players. This used to be called "bad GMing", when a GM takes advantage and makes a situation worse than it was supposed to originally be." </p><p>- The reason there are lots of 'Threat' for the GM to spend is because the players have been buying shed loads of extra d20's OR failing lots of bad rolls (unlikely but possible in rare cases). The point is you don't game it. If the players are doing badly you don't load on worse events. Just as you don't in a normal game. You don't HAVE to spend Threat. It's there to use when you want it. You also aren't restricted to scripting in events, a horde of mercenaries arrive in 3 turns if they haven't broken down the gate... I don't need to spend Threat to bring them in as I've written it in as a GM, however I spend Threat if I want mercs to activate before one or all of the players. </p><p></p><p>"Back in my AD&D days, I used a rule where a natural one meant a fumble, and a fumble was whatever the GM could make up at the time. Sometimes, I had some neat ideas for fumbles. Other times, I didn't. But, the natural "1" was still there on the die, and I had to make up something."</p><p>- We have that - rolling a Repercussion / 20 on a d20. However we don't force you to make something up either. </p><p></p><p>"And, this way, they had to listen to my description of the encounter--which is a lot more immersive than just watching one die beat another--to see if they were hit."</p><p>- There's no watching one die beat another. You roll to hit, that's it, just like most other rpg's. </p><p>- 2d20 also encourages players to describe their actions using the momentum so they're part of the story telling process, not just the GM but the simply structure stops it from straying too far in to narrative gaming. It keeps it manageable for new GM's as well. </p><p></p><p>"This is just like my Fumble rule (but in reverse) above. I don't think it will play will and lead to arguments"</p><p>- Well we're two games in - Mutant Chronicles and Infinity and it does play well according to the fans who are finding it allows great cinematic action. We're doing a series of you tube videos showing it being played soon - and you're welcome to join in a skype session to help allay some of your fears. When I first read Spirit of the Century (fate system) I had to re-read it three times to get my head around the mechanics but it's one of the simplest systems to play and teach and a massive seller yet there were people all over it hating the 'wrong new way of doing things'.</p></blockquote><p></p>
[QUOTE="modiphius, post: 7671173, member: 6696016"] Hi there, "Thus, if you had Attribute 9 and Skill 2, you would gain a success for every time you rolled 11 or less. And, you would gain an additional success if the die was also 2 or less." - actually you need to roll under the total of your Attribute and skill (11 or less) and you get a success, then if you roll under your skills 'Focus' you get a second success. Player's then have the dilemma of increasing their Skill total (expertise) so they have a greater chance of getting a success, or their 'focus' so they are more likely to have a great impact with their success. "This is a part of the rules I'm fuzzy on: Do Crit Failures not also cancel out successes? Or, is it only normal failures? If so, how is a successful task rolled with a failure?" - a success and a Repercussion ([COLOR=#ff0000]it's only a critical fail if you rolled a 20 on one or more d20's AND failed the test [/COLOR]) means the GM takes 2 Threat if they can't think of anything, but the repercussion is basically something inconvenient - the characters causes an unwelcome noise, steps out of the shadows or cover, causes some form of insult, slips on the cliff, drops something etc. A critical fail - two 20's would make this much worse, let alone with the consequence of failing the test. "A player can throw any number of dice when making a task. (I'm fuzzy about this, too. I think it is correct.) More dice gives you more chances to roll successes, but it also gives you more chances to roll failures and Critical Failures." - every extra d20 you roll on top of the basic 2d20's costs one Threat which is given to the GM (there's an endless pool of Threat to give to the GM if you're silly enough to use it...). - In addition to your note re Momentum players can make up stuff that they do with their momentum, swinging wildly off chandeliers, kicking multiple heads in etc etc. "Bad Points can be spent to introduce unforeseen problems. The GM uses these points to make things worse for the players. This used to be called "bad GMing", when a GM takes advantage and makes a situation worse than it was supposed to originally be." - The reason there are lots of 'Threat' for the GM to spend is because the players have been buying shed loads of extra d20's OR failing lots of bad rolls (unlikely but possible in rare cases). The point is you don't game it. If the players are doing badly you don't load on worse events. Just as you don't in a normal game. You don't HAVE to spend Threat. It's there to use when you want it. You also aren't restricted to scripting in events, a horde of mercenaries arrive in 3 turns if they haven't broken down the gate... I don't need to spend Threat to bring them in as I've written it in as a GM, however I spend Threat if I want mercs to activate before one or all of the players. "Back in my AD&D days, I used a rule where a natural one meant a fumble, and a fumble was whatever the GM could make up at the time. Sometimes, I had some neat ideas for fumbles. Other times, I didn't. But, the natural "1" was still there on the die, and I had to make up something." - We have that - rolling a Repercussion / 20 on a d20. However we don't force you to make something up either. "And, this way, they had to listen to my description of the encounter--which is a lot more immersive than just watching one die beat another--to see if they were hit." - There's no watching one die beat another. You roll to hit, that's it, just like most other rpg's. - 2d20 also encourages players to describe their actions using the momentum so they're part of the story telling process, not just the GM but the simply structure stops it from straying too far in to narrative gaming. It keeps it manageable for new GM's as well. "This is just like my Fumble rule (but in reverse) above. I don't think it will play will and lead to arguments" - Well we're two games in - Mutant Chronicles and Infinity and it does play well according to the fans who are finding it allows great cinematic action. We're doing a series of you tube videos showing it being played soon - and you're welcome to join in a skype session to help allay some of your fears. When I first read Spirit of the Century (fate system) I had to re-read it three times to get my head around the mechanics but it's one of the simplest systems to play and teach and a massive seller yet there were people all over it hating the 'wrong new way of doing things'. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
By Crom! Modiphius is Making a New CONAN RPG
Top