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Heal check in combat
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<blockquote data-quote="DracoSuave" data-source="post: 5445294" data-attributes="member: 71571"><p>Same here, but I figured it'd be cool to offer an alternative way of doing things that might work out well.</p><p></p><p>Kinda was inspired by the Dark Sun breakage rules, which I happen to feel is a great way to go about it. I'm very much in favor of risk/reward mechanics if they're well done. </p><p></p><p>As an example, Legend of the Five Rings has a really elegant one. You have to roll against a set target number to succeed. Normally there's no degrees of success or failure, if you roll 20 over the target number, you succeed with the same efficacy as if you rolled equal to the target number. However, if you want to accomplish with greater success, the player can voluntarily increase his target number in increments of 5, using things called 'Raises.' If you hit the new target number, you can then spend those raises on added effects, like disarming, or extra damage, or faster cast time on spells. However, failing to hit the new target number means you've failed the entire test, even if you'd have hit the original target number.</p><p></p><p>Risk. Reward.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5445294, member: 71571"] Same here, but I figured it'd be cool to offer an alternative way of doing things that might work out well. Kinda was inspired by the Dark Sun breakage rules, which I happen to feel is a great way to go about it. I'm very much in favor of risk/reward mechanics if they're well done. As an example, Legend of the Five Rings has a really elegant one. You have to roll against a set target number to succeed. Normally there's no degrees of success or failure, if you roll 20 over the target number, you succeed with the same efficacy as if you rolled equal to the target number. However, if you want to accomplish with greater success, the player can voluntarily increase his target number in increments of 5, using things called 'Raises.' If you hit the new target number, you can then spend those raises on added effects, like disarming, or extra damage, or faster cast time on spells. However, failing to hit the new target number means you've failed the entire test, even if you'd have hit the original target number. Risk. Reward. [/QUOTE]
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Heal check in combat
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