Tia Ruby
Planetoid
- Joined
- Mar 9, 2020
- Location
- Birmingham UK
I have a possible idea, but I'd be interested in hearing what people think of it before I give it a go. Basically the idea is that of a GM / Player RP, in which a fair number of the characters actions aren't decided by skill, but by pure luck. To make this fairer and more fun to write, I have been toying with the idea of using dice to decide on outcomes rather than a GM decision. So with that, I have a question and I'll also outline what I had in mind for the 'system' that I would use.
So my question was:
What proportion of tasks should succeed? I realise it could be frustrating to write if too many of the things you want to do end up failing, but equally, I would want to challenge the character to improvise on the fly when things don't go their way. I was thinking around the 2/3 mark - in favour of succeeding, albeit with different degrees of success.
As for how it'd actually work... the player would roll a twenty-sided dice, and the outcome of their intended action goes as follows:
If anyone has any feedback regarding whether they think this would work, or if it needs to be changed in order to be useful, then I'd love to hear it
So my question was:
What proportion of tasks should succeed? I realise it could be frustrating to write if too many of the things you want to do end up failing, but equally, I would want to challenge the character to improvise on the fly when things don't go their way. I was thinking around the 2/3 mark - in favour of succeeding, albeit with different degrees of success.
In the version I'm about to detail below, you roll a twenty-sided dice. numbers 8-20 constitute a success (60%) with a roll of 6-7 being a neutral result with the potential option to try again (so, a further 60% of that smaller 10% bracket) raising the chance of success to 66% if my maths is right - making it approx 2/3. I'm quite bad at working out probabilities so I could be wrong on that.
As for how it'd actually work... the player would roll a twenty-sided dice, and the outcome of their intended action goes as follows:
1-2 Shit, that went BADLY. Things could hardly have gone any worse. Not only did you fail, but you fucked up so thoroughly that your action has had serious negative consequences. (you may not attempt the action again).
3-5 You messed up good and proper there, not only has your action failed, but you’ve also managed to further inconvenience yourself as well. (You may not attempt the action again).
6-7 You’re pretty sure that you almost had it there, but still you have come up short. At least nothing went wrong. Your action has failed. (You may attempt the action one more time, if situationally appropriate. Third attempts are not allowed if consecutive 6-7’s are rolled)
8-11 Well, technically that worked, but things really could have gone better. Your action succeeded but had a minor unintended negative consequence.
12-18 You managed to do exactly what you intended to do. There are no side effects either positive or negative.
19-20 Holy fuck, that was amazing! Not only did you manage to succeed, but you’ve also pulled off a minor miracle at the same time. Your life suddenly just got a whole lot easier.
So for the example let’s say that you’re trying to sneak through a house at night to find an object you need. You come to a locked door, and you don’t have the key. You do have a single lockpick though, so you decide to try and force the lock. You attempt to do it quietly, as you’re fairly certain there is someone sleeping somewhere in the house.
As you insert your lockpick and twiddle it around, you feel the tool catch on the inner workings of the lock. When you’re sure it’s in place, you push on the tool and...
1-2 – ...You hear a brittle sounding crack. When you pull back your tools, you notice that the tip has completely snapped off inside the lock mechanism. Not only will you now be unable to pick the lock, it is clogged up so badly it won’t unlock from this side even if you manage to find the key. You’ll need to either break the door down or find another route. Also you need a new lockpick.
3-5 – ...You feel the thin metal bend out of shape. Carefully you extract your now broken tool, realising that you pushed the wrong way. The lock is now slightly jammed, and you’ll need to find the key if you want to get it unlocked. You’ll also need a new lockpick.
6-7 ...You feel the metal tool bend worryingly. Carefully you draw it back out and inspect the damage. It doesn’t seem too bad, and you manage to straighten the tool out using the heel of your shoe. The door is still locked, but you should be able to try again if you want. You’re pretty sure that the already slightly damaged pick will break if you get it wrong again.
8-11 ...With a satisfying click the door unlocks. However, as you step back to withdraw your pick, the floorboards creak loudly under your feet. In the quiet of the house, the noise resounds in a way that seems bound to draw attention.
12-18 ...With a satisfying click the door unlocks. You carefully remove the pick from the lock and tuck it away, ready in case you need it again.
19-20 ...Your hand painfully cramps! Your disobedient muscles shove the pick roughly into the lock, and you feel the metal bend. Wincing, you draw the tool out and inspect it. Your jaw drops open as you realise that the metal has somehow bent perfectly to fit the inside of the lock – you now seem to have a makeshift key. It will work to open this door, and any others in this house.
As you insert your lockpick and twiddle it around, you feel the tool catch on the inner workings of the lock. When you’re sure it’s in place, you push on the tool and...
1-2 – ...You hear a brittle sounding crack. When you pull back your tools, you notice that the tip has completely snapped off inside the lock mechanism. Not only will you now be unable to pick the lock, it is clogged up so badly it won’t unlock from this side even if you manage to find the key. You’ll need to either break the door down or find another route. Also you need a new lockpick.
3-5 – ...You feel the thin metal bend out of shape. Carefully you extract your now broken tool, realising that you pushed the wrong way. The lock is now slightly jammed, and you’ll need to find the key if you want to get it unlocked. You’ll also need a new lockpick.
6-7 ...You feel the metal tool bend worryingly. Carefully you draw it back out and inspect the damage. It doesn’t seem too bad, and you manage to straighten the tool out using the heel of your shoe. The door is still locked, but you should be able to try again if you want. You’re pretty sure that the already slightly damaged pick will break if you get it wrong again.
8-11 ...With a satisfying click the door unlocks. However, as you step back to withdraw your pick, the floorboards creak loudly under your feet. In the quiet of the house, the noise resounds in a way that seems bound to draw attention.
12-18 ...With a satisfying click the door unlocks. You carefully remove the pick from the lock and tuck it away, ready in case you need it again.
19-20 ...Your hand painfully cramps! Your disobedient muscles shove the pick roughly into the lock, and you feel the metal bend. Wincing, you draw the tool out and inspect it. Your jaw drops open as you realise that the metal has somehow bent perfectly to fit the inside of the lock – you now seem to have a makeshift key. It will work to open this door, and any others in this house.
If anyone has any feedback regarding whether they think this would work, or if it needs to be changed in order to be useful, then I'd love to hear it