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The Wheel of Fate: a way to deal with critical misses in your game
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<blockquote data-quote="marli" data-source="post: 5337273" data-attributes="member: 86402"><p>its not really a properly numbered system.</p><p>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.</p><p>each creature is give 1 point</p><p>each non minion is given 1 point</p><p>each level over target level is given 1 point</p><p>any "leader" creatures are given 1 point(creatures that appear to be incharge of the enemys)</p><p>any cool combos are give 1 point(not per creature this point is lost if ANY of the creatures involved are lost)</p><p></p><p>so an encounter of 5 minions 1 +3 lvl leader</p><p>leader 5 points(creature=1,non-minion=1,+3 levels=3)</p><p>minions 1 points each.</p><p>minion leader 2 points.</p><p>total 11 points</p><p>if a player rolls a 1 to hit they enemys get 1 point</p><p>if the enemy bloody a player they get 1 point(once per character per encounter)</p><p>if they down a player they get 2 points.(yeah!!! dead)</p><p>if a player gets up again they lose 1 point.(arrrh he isnt dead)</p><p>if a player dies they get 2 points.(tide turning stuff)</p><p>as another house rule if a player trys to do non fatal damage they also fail on a 2.</p><p></p><p>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</p><p>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!</p><p></p><p></p><p>its quite easy to keep track, just have a line of tick boxes mark the break point</p><p>I tend to have a manover to escapable positions at break point, then fighting retreat, then panic and run.</p><p>ive had fighting retreat turn around and push back.</p></blockquote><p></p>
[QUOTE="marli, post: 5337273, member: 86402"] 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. [/QUOTE]
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The Wheel of Fate: a way to deal with critical misses in your game
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