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Chargen with Hubris
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<blockquote data-quote="JustKim" data-source="post: 3074487" data-attributes="member: 5478"><p>I like the idea a lot in theory, though I wouldn't want to use it personally.</p><p></p><p>DR and saving throw bonuses don't seem like they would amount to anything compared to the bonuses you would have. I don't think that one is really worth pursuing, just more math for you.</p><p></p><p>A couple of ideas occur to me, in every encounter (combat, roleplaying, exploration, whatever) you could roll a d20 for each character with a hubris score. If the die comes up less than the character's hubris score, roll another d20, and another, until you go over the character's hubris score. The number of dice you roll before going over is the number of things that will go wrong for the character in that encounter. So if the character has 20 hubris and you roll 5, 8 and 17, two things would go wrong for the character. It could be making a faux pas during a social situation, stumbling during a charge, or setting off a trap that the rogue had deactivated and everyone else walked by. The treasure thing could be used if the character still has "unluck points" at the end of the encounter.</p><p></p><p>Similar to above you could roll d10s until you exceed the character's hubris score. Every die that you rolled before going over could be substituted for one of the character's rolls for that day. So for the same 20 hubris character you could roll 4, 9, 2 and 10, and for that day you could substitute any of the character's rolls with a 4, 9 or 2.</p><p></p><p>Easier to adjucate than "the gods don't like you", I think, but the concept is sound.</p></blockquote><p></p>
[QUOTE="JustKim, post: 3074487, member: 5478"] I like the idea a lot in theory, though I wouldn't want to use it personally. DR and saving throw bonuses don't seem like they would amount to anything compared to the bonuses you would have. I don't think that one is really worth pursuing, just more math for you. A couple of ideas occur to me, in every encounter (combat, roleplaying, exploration, whatever) you could roll a d20 for each character with a hubris score. If the die comes up less than the character's hubris score, roll another d20, and another, until you go over the character's hubris score. The number of dice you roll before going over is the number of things that will go wrong for the character in that encounter. So if the character has 20 hubris and you roll 5, 8 and 17, two things would go wrong for the character. It could be making a faux pas during a social situation, stumbling during a charge, or setting off a trap that the rogue had deactivated and everyone else walked by. The treasure thing could be used if the character still has "unluck points" at the end of the encounter. Similar to above you could roll d10s until you exceed the character's hubris score. Every die that you rolled before going over could be substituted for one of the character's rolls for that day. So for the same 20 hubris character you could roll 4, 9, 2 and 10, and for that day you could substitute any of the character's rolls with a 4, 9 or 2. Easier to adjucate than "the gods don't like you", I think, but the concept is sound. [/QUOTE]
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