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Workshop: Modos RPG 1.4 patch
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<blockquote data-quote="GMMichael" data-source="post: 6673485" data-attributes="member: 6685730"><p><strong>Modifying the Conflict Resolution Rules</strong></p><p></p><p>This revision of the game is focusing on empowering both the GMs and PCs to create the story of the game. To that end, I'm going to reword the basic conflict resolution rule: the contest. The current wording refers to better or worse outcomes, and sometimes (still) successes and failures. Because there are a little too binary, I'm going to blur the line a bit more.</p><p></p><p>There will be three contest outcomes:</p><p>- a favorable outcome, which is a higher total than the opposition, is called a "pro"</p><p>- an ambiguous outcome, which is a tie (or a near tie), is called a "tie"</p><p>- an unfavorable outcome, which is a lower total than the opposition, is called a "con."</p><p></p><p>Some consequences of this: </p><p>- rolling a total of 25 against an opposition of 3 isn't an epic success; it's just a pro, or favorable outcome. How epic the success is depends on how the GM and PC want to narrate it,</p><p>- rolling near your opponent can result in an epic sword clash, or be included in your margin of pros or cons if there's a roleplaying/flavor reason to do so,</p><p>- rolling low can still be a "success," albeit an unfavorable one for the character.</p><p></p><p>My hope is that this eliminates some of the success/fail problems, like "failing" activities that people really can't fail (like the listen contest for the loud THUNK of a trap springing), and the phenomenon of succeeding or failing by an entire die (what I think of first is rolling 1 on a bow-shot...c'mon, I wasn't even aiming at the sky!!!).</p><p></p><p>What do you think? Does the rule look like it will help roleplaying or hinder it?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6673485, member: 6685730"] [b]Modifying the Conflict Resolution Rules[/b] This revision of the game is focusing on empowering both the GMs and PCs to create the story of the game. To that end, I'm going to reword the basic conflict resolution rule: the contest. The current wording refers to better or worse outcomes, and sometimes (still) successes and failures. Because there are a little too binary, I'm going to blur the line a bit more. There will be three contest outcomes: - a favorable outcome, which is a higher total than the opposition, is called a "pro" - an ambiguous outcome, which is a tie (or a near tie), is called a "tie" - an unfavorable outcome, which is a lower total than the opposition, is called a "con." Some consequences of this: - rolling a total of 25 against an opposition of 3 isn't an epic success; it's just a pro, or favorable outcome. How epic the success is depends on how the GM and PC want to narrate it, - rolling near your opponent can result in an epic sword clash, or be included in your margin of pros or cons if there's a roleplaying/flavor reason to do so, - rolling low can still be a "success," albeit an unfavorable one for the character. My hope is that this eliminates some of the success/fail problems, like "failing" activities that people really can't fail (like the listen contest for the loud THUNK of a trap springing), and the phenomenon of succeeding or failing by an entire die (what I think of first is rolling 1 on a bow-shot...c'mon, I wasn't even aiming at the sky!!!). What do you think? Does the rule look like it will help roleplaying or hinder it? [/QUOTE]
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