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You Roll Low, Nothing Happens. Can this/should this be changed?
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<blockquote data-quote="Rhenny" data-source="post: 6507831" data-attributes="member: 18333"><p>My group and I have been playing Fantasy Flight Edge of the Empire recently (we just started - played 2 games). Their system is really interesting. The attacks and checks all use a dice pool that can give you results as follows:</p><p></p><p>Positive results: success, advantage and triumph</p><p>Negative results: failure, threat and despair</p><p></p><p>Success cancels a failure, advantage cancels a threat.</p><p></p><p>Results vary widely and each result gets interpreted by the GM or the Player or both to decide the result.</p><p></p><p>For example, you could have two successes and a threat. That would mean that the task succeeds, but a complication is added. Or you could have a success with 2 or 3 advantages, or a success with a despair or a success with 2 threats and a triumph. There is a chart with common advantages or threats, triumphs and despairs, etc, and certain weapons or items do special things when a specific number of advantages are rolled (i.e., a light blaster pistol will crit on 3 advantages...a light saber crits on 1 advantage - and crits do nasty things not extra damage).</p><p></p><p>It is a very exciting game because of the craziness of the dice.</p><p></p><p>The old Star Wars d6 had a "wild die" that rolled with all attacks or checks. If it rolled a 1 there would be a complication. If it rolled a 6 there would be a special success. This also added to the excitement.</p><p></p><p>I wonder if D&D could do something like this...(although, at a certain point, it wouldn't be D&D any more - lol).</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6507831, member: 18333"] My group and I have been playing Fantasy Flight Edge of the Empire recently (we just started - played 2 games). Their system is really interesting. The attacks and checks all use a dice pool that can give you results as follows: Positive results: success, advantage and triumph Negative results: failure, threat and despair Success cancels a failure, advantage cancels a threat. Results vary widely and each result gets interpreted by the GM or the Player or both to decide the result. For example, you could have two successes and a threat. That would mean that the task succeeds, but a complication is added. Or you could have a success with 2 or 3 advantages, or a success with a despair or a success with 2 threats and a triumph. There is a chart with common advantages or threats, triumphs and despairs, etc, and certain weapons or items do special things when a specific number of advantages are rolled (i.e., a light blaster pistol will crit on 3 advantages...a light saber crits on 1 advantage - and crits do nasty things not extra damage). It is a very exciting game because of the craziness of the dice. The old Star Wars d6 had a "wild die" that rolled with all attacks or checks. If it rolled a 1 there would be a complication. If it rolled a 6 there would be a special success. This also added to the excitement. I wonder if D&D could do something like this...(although, at a certain point, it wouldn't be D&D any more - lol). [/QUOTE]
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