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Combat as a single roll
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<blockquote data-quote="RangerWickett" data-source="post: 8019565" data-attributes="member: 63"><p>If you had a dice pool system, that opens up options to use different dice to add some color to the narrative.</p><p></p><p>Like, in FFG's Legend of the Five Rings game, your 6-sided dice have six possible results: </p><p></p><p>Success</p><p>Success and opportunity</p><p>Success and strife</p><p>Opportunity and strife</p><p>Exploding success and strife</p><p>Blank</p><p></p><p>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 <em>other</em> goals with the fight), and strife (which would exhaust some limited resource pool you have).</p><p></p><p>L5R also lets you choose one of five 'approaches' for all your skills (the 'five rings' of the title). Basically you can be</p><p></p><p>Tricky</p><p>Stoic</p><p>Reckless</p><p>Adaptable</p><p>Zen</p><p></p><p>The approach you choose <em>sometimes</em> alters the number of successes you need for a task, but usually it just determines what you can spend your opportunities on. A <strong>tricky</strong> opportunity might let you avoid being followed after the fight, or impose some narrative trait on a character for later. A <strong>stoic </strong>opportunity might give some damage resistance, or let you make the fight take a long time if that's somehow useful. A <strong>reckless </strong>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 <strong>adaptable</strong> approach could let you recover from some negative condition, or to make a friend. And a <strong>zen</strong> approach lets you learn some wisdom during the conflict, or perhaps win without fighting at all.</p><p></p><p>If I were using a dice pool system <em>for a party-based game</em> 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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8019565, member: 63"] 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 [I]other[/I] 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 [I]sometimes[/I] alters the number of successes you need for a task, but usually it just determines what you can spend your opportunities on. A [B]tricky[/B] opportunity might let you avoid being followed after the fight, or impose some narrative trait on a character for later. A [B]stoic [/B]opportunity might give some damage resistance, or let you make the fight take a long time if that's somehow useful. A [B]reckless [/B]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 [B]adaptable[/B] approach could let you recover from some negative condition, or to make a friend. And a [B]zen[/B] approach lets you learn some wisdom during the conflict, or perhaps win without fighting at all. If I were using a dice pool system [I]for a party-based game[/I] 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. [/QUOTE]
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