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<blockquote data-quote="Gorgon Zee" data-source="post: 9728371" data-attributes="member: 75787"><p>The One Ring RPG uses d12s as the main dice rolled. They essentially change it into a d10 with two specials. </p><p>11 is the Sauron rune (not good) and 12 the Gandalf rune (very good). If you have the custom dice printed that way, it's a nice way of making a 1-10 result with a bit of variety. I have found it works well -- and agrees with your rule that if you are going to use unusual dice, so something special with them.</p><p></p><p></p><p></p><p>Yes, definitely. I wanted to have freeform magic in my 1888 Fate game, so I wanted to allow people to create any aspect and have that be true. E.g. "I can become a fog", or "I have superspeed". But there are two issues here. First is the one you suggest, which is that a blank sheet is hard to work with. The second is that if there is a strong freeform power, people want to use it for everything, and it often seems reasonable ("I use my superspeed to flip over the cards and see them, so I can win at poker easily"). So my solution was to take a freeform narrative ability and give it two options:</p><ul> <li data-xf-list-type="ul">For no cost, you can use it tied to a particular skill which you define up front</li> <li data-xf-list-type="ul">For a completely freeform use, it costs you some limited resource (e.g. a Fate point)</li> </ul><p>Thus the "I can become fog user" tied his freeform ability to sneaking around, and can do that easily. But when he wanted to flow into someone's throat and choke them, that needed a Fate point. This solves the second problem I had, but it also helps with the "blank sheet" problem. There are a fixed set of skills, so people started thinking about which skill they wanted it applied to, and that helped focus their creativity.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9728371, member: 75787"] The One Ring RPG uses d12s as the main dice rolled. They essentially change it into a d10 with two specials. 11 is the Sauron rune (not good) and 12 the Gandalf rune (very good). If you have the custom dice printed that way, it's a nice way of making a 1-10 result with a bit of variety. I have found it works well -- and agrees with your rule that if you are going to use unusual dice, so something special with them. Yes, definitely. I wanted to have freeform magic in my 1888 Fate game, so I wanted to allow people to create any aspect and have that be true. E.g. "I can become a fog", or "I have superspeed". But there are two issues here. First is the one you suggest, which is that a blank sheet is hard to work with. The second is that if there is a strong freeform power, people want to use it for everything, and it often seems reasonable ("I use my superspeed to flip over the cards and see them, so I can win at poker easily"). So my solution was to take a freeform narrative ability and give it two options: [LIST] [*]For no cost, you can use it tied to a particular skill which you define up front [*]For a completely freeform use, it costs you some limited resource (e.g. a Fate point) [/LIST] Thus the "I can become fog user" tied his freeform ability to sneaking around, and can do that easily. But when he wanted to flow into someone's throat and choke them, that needed a Fate point. This solves the second problem I had, but it also helps with the "blank sheet" problem. There are a fixed set of skills, so people started thinking about which skill they wanted it applied to, and that helped focus their creativity. [/QUOTE]
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