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HP thresholds and control: a custom system
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<blockquote data-quote="5ekyu" data-source="post: 7337679" data-attributes="member: 6919838"><p>Olrox17</p><p></p><p>i will admit, a big part of the reason i went for the saves approach was to avoid having to do the work you did and opt for a case-by-case approach. I felt it would also add quite a bit more house rule to remember than adopting in the three-way save mechanic - which i already use for any "over-time" task ability checks. 9if it is not done in one action, i divide the "expected time by 1/4 and then give you the same type of three-way checks - so three successes right off the bat with no failures is quicker than normal, one failure gets you to normal time and two failures gets you to a little longer than normal with three fails being failed*.)</p><p></p><p>*As an aside, in many cases of ongoing skill checks, a failure in my game also means "run dry" or "problem" and you have to change up the circumstances or suffer disadvantages on the future checks.</p><p></p><p>Example: Researching legends of the ruins on the hill - check library - success (get some info) then fail... Ok so the library seems dry, might find more... but will be disadvantaged... player switches to the local priest since the first success told him it had been a temple... success (new leads) ... fail... Ok so you got more out of him but now he seems a to not have much more time for.... disadvantaged... so now the player might say "well you know, maybe a big donation will help his enthusiasm" (add resources to change circumstance)... so now the cleric decides maybe there is one more old tome he can get to but it will mean... or maybe he sends them to the browns whose family bible has something they should check into... roll... see what happens... etc. For crafting maybe the fail is impure materials and so you now need better stuff (higher cost for next stage) or take more time to purify it (double time for next legs) or maybe he just brings in extra help (purify this while i work here) to counter the disad ... etc etc etc etc... </p><p></p><p>i find it tends to serve really fine for tasks where there can be search, social, manpower and other resource approaches and making numerous skills come into play - turning what could be solo tasks into group efforts.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7337679, member: 6919838"] Olrox17 i will admit, a big part of the reason i went for the saves approach was to avoid having to do the work you did and opt for a case-by-case approach. I felt it would also add quite a bit more house rule to remember than adopting in the three-way save mechanic - which i already use for any "over-time" task ability checks. 9if it is not done in one action, i divide the "expected time by 1/4 and then give you the same type of three-way checks - so three successes right off the bat with no failures is quicker than normal, one failure gets you to normal time and two failures gets you to a little longer than normal with three fails being failed*.) *As an aside, in many cases of ongoing skill checks, a failure in my game also means "run dry" or "problem" and you have to change up the circumstances or suffer disadvantages on the future checks. Example: Researching legends of the ruins on the hill - check library - success (get some info) then fail... Ok so the library seems dry, might find more... but will be disadvantaged... player switches to the local priest since the first success told him it had been a temple... success (new leads) ... fail... Ok so you got more out of him but now he seems a to not have much more time for.... disadvantaged... so now the player might say "well you know, maybe a big donation will help his enthusiasm" (add resources to change circumstance)... so now the cleric decides maybe there is one more old tome he can get to but it will mean... or maybe he sends them to the browns whose family bible has something they should check into... roll... see what happens... etc. For crafting maybe the fail is impure materials and so you now need better stuff (higher cost for next stage) or take more time to purify it (double time for next legs) or maybe he just brings in extra help (purify this while i work here) to counter the disad ... etc etc etc etc... i find it tends to serve really fine for tasks where there can be search, social, manpower and other resource approaches and making numerous skills come into play - turning what could be solo tasks into group efforts. [/QUOTE]
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