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Community
General Tabletop Discussion
*TTRPGs General
Core mechanic idea: Lucky 7. Thoughts?
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<blockquote data-quote="BASHMAN" data-source="post: 4829595" data-attributes="member: 8277"><p>The core mechanic is called The Lucky 7 System. Whenever a character must attempt something where there is some chance to fail, roll a number of d10s (determined by what Quality you are using), keeping any two of them, and add your skill bonus to the total on the dice. If you have rolled equal to or above the difficulty of the task, you have succeeded. If you succeed by 7 or more, your success was something magnificent. You can narrate this magnificent success as you like with most skills, though some have specific effects that occur with a magnificent success, such as disarming a foe.</p><p>If the two dice you kept are matching 7s or better, you may roll an additional d10 and add it to the total. If this extra die matches, you may continue rolling and adding until you roll something that doesn’t match. Matching dice make magnificent successes far more likely.</p><p>If your total on the dice you keep is ever less than 7, you have blundered. A blunder does not necessarily mean you failed (though that is often the case) but it does mean that something unfortunate (or embarrassing) happened. If you narrate this in an entertaining (and genre appropriate) way, the GM might decide to give you a Fortune Token, which makes your character better able to succeed (or survive) in the future. Here are two examples of narrated blunders:</p><p><em>A skilled musketeer goes onto a frozen pond to fight an enemy—and even though his roll of 6 was enough to hit the enemy, he blundered. The player decides that the musketeer slipped on the ice and bowled the enemy over by accidentally sliding into him.</em></p><p><em>A pirate sneaks into a room where a bunch of guards are looking the other direction, and all happen to be standing on a rug. The pirate decides to pull up the rug to bowl over the guards. Unfortunately, the player’s roll ended up a 4, not enough to succeed, and a blunder to boot. The player declares that he rips up the rug—but it tears, alerting the guards who all go for their swords while the pirate stares sheepishly at them, armed only with torn rug!</em></p><p><em></em></p><p>Thoughts so far? Note: Qualities range from 1 (horrible) to 4 (amazing)</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 4829595, member: 8277"] The core mechanic is called The Lucky 7 System. Whenever a character must attempt something where there is some chance to fail, roll a number of d10s (determined by what Quality you are using), keeping any two of them, and add your skill bonus to the total on the dice. If you have rolled equal to or above the difficulty of the task, you have succeeded. If you succeed by 7 or more, your success was something magnificent. You can narrate this magnificent success as you like with most skills, though some have specific effects that occur with a magnificent success, such as disarming a foe. If the two dice you kept are matching 7s or better, you may roll an additional d10 and add it to the total. If this extra die matches, you may continue rolling and adding until you roll something that doesn’t match. Matching dice make magnificent successes far more likely. If your total on the dice you keep is ever less than 7, you have blundered. A blunder does not necessarily mean you failed (though that is often the case) but it does mean that something unfortunate (or embarrassing) happened. If you narrate this in an entertaining (and genre appropriate) way, the GM might decide to give you a Fortune Token, which makes your character better able to succeed (or survive) in the future. Here are two examples of narrated blunders: [I]A skilled musketeer goes onto a frozen pond to fight an enemy—and even though his roll of 6 was enough to hit the enemy, he blundered. The player decides that the musketeer slipped on the ice and bowled the enemy over by accidentally sliding into him. A pirate sneaks into a room where a bunch of guards are looking the other direction, and all happen to be standing on a rug. The pirate decides to pull up the rug to bowl over the guards. Unfortunately, the player’s roll ended up a 4, not enough to succeed, and a blunder to boot. The player declares that he rips up the rug—but it tears, alerting the guards who all go for their swords while the pirate stares sheepishly at them, armed only with torn rug! [/I] Thoughts so far? Note: Qualities range from 1 (horrible) to 4 (amazing) [/QUOTE]
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Core mechanic idea: Lucky 7. Thoughts?
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