The Wheel of Fate: a way to deal with critical misses in your game


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its not really a properly numbered system.
each encounter is given a number depend on the tactics of the creatures, this i tend to just guess at but im sure sombody could come up with a way of working it properly.
each creature is give 1 point
each non minion is given 1 point
each level over target level is given 1 point
any "leader" creatures are given 1 point(creatures that appear to be incharge of the enemys)
any cool combos are give 1 point(not per creature this point is lost if ANY of the creatures involved are lost)

so an encounter of 5 minions 1 +3 lvl leader
leader 5 points(creature=1,non-minion=1,+3 levels=3)
minions 1 points each.
minion leader 2 points.
total 11 points
if a player rolls a 1 to hit they enemys get 1 point
if the enemy bloody a player they get 1 point(once per character per encounter)
if they down a player they get 2 points.(yeah!!! dead)
if a player gets up again they lose 1 point.(arrrh he isnt dead)
if a player dies they get 2 points.(tide turning stuff)
as another house rule if a player trys to do non fatal damage they also fail on a 2.

if you set the break point to 4(about 30%) then they will never break as long as the big creature is about and even if you kill it not until they get down to 3-4 minions
however if the party rolls 3 "1"s during the combat the enemy will fight to the death, in the belief that the party cant hit the side of a barn!


its quite easy to keep track, just have a line of tick boxes mark the break point
I tend to have a manover to escapable positions at break point, then fighting retreat, then panic and run.
ive had fighting retreat turn around and push back.
 

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