RangerWickett
Legend
If you had a dice pool system, that opens up options to use different dice to add some color to the narrative.
Like, in FFG's Legend of the Five Rings game, your 6-sided dice have six possible results:
Success
Success and opportunity
Success and strife
Opportunity and strife
Exploding success and strife
Blank
So if you rolled three of those dice, and the target number to win the fight was 1, you'd get a mix of successes (which you need to win), opportunities (which you can use to achieve other goals with the fight), and strife (which would exhaust some limited resource pool you have).
L5R also lets you choose one of five 'approaches' for all your skills (the 'five rings' of the title). Basically you can be
Tricky
Stoic
Reckless
Adaptable
Zen
The approach you choose sometimes alters the number of successes you need for a task, but usually it just determines what you can spend your opportunities on. A tricky opportunity might let you avoid being followed after the fight, or impose some narrative trait on a character for later. A stoic opportunity might give some damage resistance, or let you make the fight take a long time if that's somehow useful. A reckless approach actually gives you bonus successes equal to the strife you roll, and the opportunity can make you famous or force enemies to focus their attention on you. An adaptable approach could let you recover from some negative condition, or to make a friend. And a zen approach lets you learn some wisdom during the conflict, or perhaps win without fighting at all.
If I were using a dice pool system for a party-based game with multiple players, I'd maybe up the complexity a bit, and have a Challenge Rating of 5 to 10 for fights, but let all the players pool their dice in one big dramatic roll. They each choose their personal approach, and can use opportunities to help each other or maybe negate some threat of the environment.
Each enemy would have some damage amount they'd do (which could be mitigated with Stoic opportunities). The party would have both Hit Points (to survive damage) and Resolve (to survive strife). If you run out of HP, you lose the fight. If you fail at the die roll but have HP left over, you have one of those inconclusive fights where the two sides part ways afterward; it's up to the players and GM to come up with a convincing reason for them to split.
If you run out of Resolve, you would have some drama, somehow? I'm just spitballing. In L5R, too much strife makes you lose your composure, and you embarrass yourself or expose a vulnerability for someone to exploit.
Like, in FFG's Legend of the Five Rings game, your 6-sided dice have six possible results:
Success
Success and opportunity
Success and strife
Opportunity and strife
Exploding success and strife
Blank
So if you rolled three of those dice, and the target number to win the fight was 1, you'd get a mix of successes (which you need to win), opportunities (which you can use to achieve other goals with the fight), and strife (which would exhaust some limited resource pool you have).
L5R also lets you choose one of five 'approaches' for all your skills (the 'five rings' of the title). Basically you can be
Tricky
Stoic
Reckless
Adaptable
Zen
The approach you choose sometimes alters the number of successes you need for a task, but usually it just determines what you can spend your opportunities on. A tricky opportunity might let you avoid being followed after the fight, or impose some narrative trait on a character for later. A stoic opportunity might give some damage resistance, or let you make the fight take a long time if that's somehow useful. A reckless approach actually gives you bonus successes equal to the strife you roll, and the opportunity can make you famous or force enemies to focus their attention on you. An adaptable approach could let you recover from some negative condition, or to make a friend. And a zen approach lets you learn some wisdom during the conflict, or perhaps win without fighting at all.
If I were using a dice pool system for a party-based game with multiple players, I'd maybe up the complexity a bit, and have a Challenge Rating of 5 to 10 for fights, but let all the players pool their dice in one big dramatic roll. They each choose their personal approach, and can use opportunities to help each other or maybe negate some threat of the environment.
Each enemy would have some damage amount they'd do (which could be mitigated with Stoic opportunities). The party would have both Hit Points (to survive damage) and Resolve (to survive strife). If you run out of HP, you lose the fight. If you fail at the die roll but have HP left over, you have one of those inconclusive fights where the two sides part ways afterward; it's up to the players and GM to come up with a convincing reason for them to split.
If you run out of Resolve, you would have some drama, somehow? I'm just spitballing. In L5R, too much strife makes you lose your composure, and you embarrass yourself or expose a vulnerability for someone to exploit.