doctorbadwolf
Heretic of The Seventh Circle
I'm curious about folks' experiences with games that have players roll for most action resolution, or all.
We haven't worked out the kinks yet, as this is a fairly recent idea, but I know that other systems have PCs roll for everything, and I'm curious how others have found it.
So, without crapping on anyone's happiness, lets talk about such systems and what they feel like in play, how easy the are to run and play, etc. Feedback on my own setup is welcome if constructive and not thread crapping.
Just remember that it's a (+) Thread, please.
Checks In General: Success ladder with Total Failure, Mitigated Failure, Complicated Success, Total Success, and finally, Critical Success. Checks are 1d12 Action Die plus 1 or more Rank Dice, which are drawn from a skill plus a specialty. At chargen, the most you can add to a check in rank dice is 4 dice, due to being restricted to 2 ranks per skill or specialty. The target numbers are set to ensure that most checks made with 1-4 ranks will fall toward the middle, and thus involve complications and spending resources, but eventually you'll have 5+ ranks in a few skills, and you'll hit Total Success without having to Push the check at all more often. This also means you can try more wild stuff as you level, because a die or two penalty won't jack your chances too much. (complex actions that involve multiple skills or people working together without having trained to do so have dice penalty, reducing the dice pool by 1 to 3 dice)
PC Offense (attack in combat, diplomatic salvo in a social conflict, even a direct action taken to try and solve the questions of an investigation) are rolled as skill checks by the PCs. The fatigue gained from taking an attack is determined by counting a number of dice chosen by the attack from the dice rolled, with the number of dice usually being 1 per degree of success. That is, if you roll a 4 rank attack and get (1d12+4d6) 5+6+2+4+2= 20 for a Total Success, you'd choose 2 dice from that result to count as fatigue dice, in this case almost certainly the 5 and 6, for 11 fatigue. A weapon, spell, martial technique, or other feature, might add a die, or you can spend a point from your limited resource pool to add a die.
If you rolled 3+2+3+1+4=13 for a mitigated failure, you don't confer any fatigue to your target, but you can mitigated that by making an opening for an ally or yourself next round, change the target's "position" (push them out of cover, draw them away from the high ground, line up an ally for a flanking manuever, etc), or something else you work out with the GM. You can also Push the check up one tier to Partial Success or Complicated Success, which means you get what you want but pay a price, or you get only part of what you want.
PC Defense: An NPC targets a PC, or the PC walks into a hazard, reveals a dangerous truth, or otherwise is targeted by danger. The danger has a number of dice associated with it, usually from 1-3, but sometimes 4 or more, and your Defense Check reduces that number by 1 die per tier of success. As above, you can Push, use special abilities, or call upon a Contact or call in a Favor, or even give something else up, to increase the success of the check, and reduce the hazard dice pool by an additional die.
PC Offense (attack in combat, diplomatic salvo in a social conflict, even a direct action taken to try and solve the questions of an investigation) are rolled as skill checks by the PCs. The fatigue gained from taking an attack is determined by counting a number of dice chosen by the attack from the dice rolled, with the number of dice usually being 1 per degree of success. That is, if you roll a 4 rank attack and get (1d12+4d6) 5+6+2+4+2= 20 for a Total Success, you'd choose 2 dice from that result to count as fatigue dice, in this case almost certainly the 5 and 6, for 11 fatigue. A weapon, spell, martial technique, or other feature, might add a die, or you can spend a point from your limited resource pool to add a die.
If you rolled 3+2+3+1+4=13 for a mitigated failure, you don't confer any fatigue to your target, but you can mitigated that by making an opening for an ally or yourself next round, change the target's "position" (push them out of cover, draw them away from the high ground, line up an ally for a flanking manuever, etc), or something else you work out with the GM. You can also Push the check up one tier to Partial Success or Complicated Success, which means you get what you want but pay a price, or you get only part of what you want.
PC Defense: An NPC targets a PC, or the PC walks into a hazard, reveals a dangerous truth, or otherwise is targeted by danger. The danger has a number of dice associated with it, usually from 1-3, but sometimes 4 or more, and your Defense Check reduces that number by 1 die per tier of success. As above, you can Push, use special abilities, or call upon a Contact or call in a Favor, or even give something else up, to increase the success of the check, and reduce the hazard dice pool by an additional die.
We haven't worked out the kinks yet, as this is a fairly recent idea, but I know that other systems have PCs roll for everything, and I'm curious how others have found it.
So, without crapping on anyone's happiness, lets talk about such systems and what they feel like in play, how easy the are to run and play, etc. Feedback on my own setup is welcome if constructive and not thread crapping.
Just remember that it's a (+) Thread, please.