“I would like to explore for an hour/find a
specific place/path.”
One person is the leader for this action. That
player rolls and their stats count.
Roll a d20. Count down the stats, the first
failure is true.
Stat
|
Fail
|
CON
|
All further failures are cumulative
|
STR
|
Tired. Act as 1 level lower till you
rest & eat.
|
DEX
|
Group separated by traverse (even) or
pitch (odd)
|
INT
|
You don’t know how to go forward.
|
WIS
|
You can’t find your way back.
|
CHA
|
Lowest CHA PC got separated.
|
(Optional rule; also roll a d100. The result on
the d20 is the percentage chance of an encounter. So if the d100 is lower than
the d20 then you get an encounter as well as whatever happened on the table.)
The way this would work is that the only way you don’t find the thing you are looking
for is if you either fail the INT test and nothing else or fail the CON and INT
test.
CON is always more important than anything else. In
every table CON comes first and passing CON limits the horrible things that can
happen. If you pass CON only one bad thing can happen. You then go to
encounter time until they solve the problem. If they don’t fuck up too badly
then they find the thing.
This means you generally find the thing. Sometimes
you don’t but usually you do.
This is modular with the weird stat/encumbrance
system I created earlier. So you can simply roll straight without even thinking
about that. Or if you want to you can take account of your stuff and if you
have maxed out a row then you must fail for that stat.
It’s also one roll. Make the roll, look at
the table, count down and the DM creates the encounter depending on which
things went wrong. This takes time but it is time in which the table is finding
stuff out.
Bad things; could get very cryptic if I produce
tables for lots of different kinds of terrain or problem.
Although this could give a quick and easy way to
differentiate different areas and situations and the problems they can create.
Movement is a group activity and this measures the
stats for only one person, the lead. It could lead to people gaming the system,
but it might be in an interesting way. Maybe they have to argue over who leads the group, maybe they get to argue about who leads the group.
Let’s try for an alternative situation.
“We want to follow the course of this river.”
Roll a single d20, try to get under the stat. Cont
down and apply the first fail.
Stat
|
Fail
|
CON
|
All further results are cumulative
|
DEX
|
Fall. You fall in the river.
|
WIS
|
Separated. Any who passed WIS are on
the other bank.
|
STR
|
Swept. You cannot resist the rivers
flow.
|
INT
|
Tied. Any who failed INT are tied to
you by rope.
|
CHA
|
You fuck up, lose the respect of the
group and cannot lead the next roll.
|
Ok this one is nowhere near as good. Falling in is
a binary state and does not stack naturally with other problems. Could try it
another way round. Lets make some alterations.
Stat
|
Fail
|
CON
|
All further results are cumulative
|
CHA
|
Lowest CHA PC separated, ignore them
on lower rows.
|
WIS
|
Separated. Any who passed WIS are on
the other bank.
|
INT
|
Tangle. Any who failed INT are tangled
up with your ropes.
|
DEX
|
Fall. You have fallen in. With anyone
tied to you.
|
STR
|
Swept. You cannot resist the rivers
flow.
|
Hmmm. It might
work.
Are the first and third tables "roll under"?
ReplyDeleteYes.
DeleteI really like this.
ReplyDeleteThough, clarification--is it like: only the first result that's over the die roll happens.
...unless you fail the con check, then _all_ the results that are over the die roll happen.
Either way, it's good. To speed things up a gm could even skip the die roll and just have different parts of a cave have different static difficulty numbers.
Also, thinking about how this could work for things other than caves is good--I can see it easily being adapted to any system where you elide time--like Jeff's carousing system.
Yes, you count down. if you pass the CON check, good luck. Only the next test you fail matters.
DeleteIf you fail the CON check, then all of your failures compile and shape the encounter.
I intend CON to keep the same position and function in every table as I regard it as the dominant stat and most important quality in underground exploration, the one that allows you to use any other quality and that once it goes, leads to rapid degredation of every other ability.
This is great!
ReplyDeleteWhat's really interesting to me, though, is that it's one roll for *all* of the leader's stats. I like stat checks, but it's easy for a party of characters to specialize on them. Only the smart guy does the INT checks, highest CHA does all the talking, and so on. This system exploits weaknesses, even in otherwise strong and capable leaders, where flaws would otherwise be easily ignored.
Using this!